Monster Prestige Classes (A Reprint)

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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Uniila (Cabal Devil)
PF, here, "The Infernal Syndrome"? CR 10, level 11.

Infernal Patron
Cabal Devils don't just cast as Sorcerers, they also are really useful to have hanging around for mortal spellcasters. This improves her spellcasting ability, as well as things like her usage of the scrolls she can make, and beyond this she becomes even better as an ally for other, mortal, spellcasters, providing she feels like it. Obviously, teaming up with evil casters can just straight-up make the party stronger with no drawbacks, but parties are probably supposed to make each other stronger without drawbacks.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Diplomacy, Disguise, Hide, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+0+2+2Spellcasting +1, Attune Fiendish Sphere
2+1+0+3+3Spellcasting +1, Witch Pact
3+1+1+3+3Spellcasting +1, Scroll Perfection
4+2+1+4+4Spellcasting +1, Attune Fiendish Sphere
5+2+1+4+4Spellcasting +1, Improved Infernal Arcana
6+3+2+5+5Spellcasting +1, Enhance Magic
7+3+2+5+5Spellcasting +1, Attune Fiendish Sphere
8+4+2+6+6Spellcasting +1, Seize Control
9+4+3+6+6Spellcasting +2, Greater Infernal Arcana

Spellcasting: at every level, the Infernal Patron's effective Sorcerer level increases by 1, with the exception of level 9 where it increases by two. No other Sorcerer class features are gained. Try to be brave.

Attune Fiendish Sphere: at level one, the Infernal Patron attunes a single Fiendish Sphere, adding the spells to her Spells Known (and class list if need be). At levels four and seven, additional Spheres are attuned. That's like having the bonus spells of three bloodlines!

Witch Pact (Su): starting at level two, the Infernal Patron gains even more spell knowledge. Select one type of Witch Patron. She gains the bonus spells from that, added to her Spells Known (and class list if necessary). Furthermore, she can actually be a real patron for Witches, granting them spells.

Scroll Perfection (Su): starting at level three, the Infernal Patron can use her own Caster Level and Charisma (to determine the Save DC for instance) when using scrolls of spell levels she can cast - she expends a Spell Slot of equal level, and consumes the scroll, and then the spell is effectively cast by her. Additionally, she is able to scribe all of the BoVD Corrupt Spells in addition to the normal list for Scroll Mastery.

Improved Infernal Arcana (Su): starting at level five, the Infernal Patron can use Infernal Arcana twice per day, and with spells of up to eighth level.

Enhance Magic (Su): three times per day, the sixth-level Infernal Patron can use an Immediate Action to enhance a spell cast by someone else within Line of Sight. This increases the Caster Level by 2 and adds her Dread Magic ability to it. A caster can choose to not accept this, and cast their spells normally, in which case her Immediate Action and daily ability use are still expended.

Seize Control (Su): upon reaching level eight, any time the Infernal Patron uses Infernal Arcana (of any grade) or Enhance Magic, if the caster accepts the ability, she can select any variables of the spell (such as specific creature types brought forth by Summon Monster, or the actual Target or Area of a spell), although the selection must still be valid for the spell in question.

Greater Infernal Arcana (Su): at ninth level, the Infernal Patron can use Infernal Arcana three times per day, and with spells of up to ninth level.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Ashmede (Judgement Devil)
PF, here. CR 13, level 13.

Ashmede Accuser
Ashmedes are sort of mixed-bag things. They're supposed to declare judgment on things and condemn them for whatever reasons, then seek them out relentlessly and presumably kill them. They have a special bond with Kytons - which are a separate thing from Devils in PF (the game for which Ashmedes were created), and they can summon them, and they have spell-like abilities and an in-built magic scythe. Those are all cool, but it's not a really focused thing. That's fine though, we can just advance a bunch of these things and not make them a pure caster or whatever - you end up with something quite like an Inquistor, who has a bunch of casting ability but less than a Wizard or Cleric, an acceptable amount of combat ability (after taking their own buffs into consideration), and they can summon some buddies and vaguely benefit the whole party. It's fine.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Hide, Intimidate, Jump, Knowledge (Planes), Listen, Move Silently, Search, Spot, Survival, Tumble
LevelBABFortRefWillSpecial
1+1+2+0+2Judgment 5/day (Two Judgments), Personal Scythe (+3 Unholy), Litany of Thunder 1/day
2+2+3+0+3Improved Kyton Summoning, Umbral Strike at will, Leashed Shackles 3/day
3+3+3+1+3Personal Scythe (+4 Keen Unholy), Righteous Might 1/day, Unwilling Shield 3/day
4+4+4+1+4Judgment 6/day (Three Judgments), Greater Kyton Summoning, Flame Strike 3/day
5+5+4+1+4Personal Scythe (+5 Keen Unholy), Blade Barrier 3/day, Litany of Madness 1/day
6+6+5+2+5Judgment 7/day, Harm 3/day, Heal 1/day, Judgment Light (constant)
7+7+5+2+5Personal Scythe (+5 Keen Unholy Axiomatic), Final Judgment. Overwhelming Presence 1/day

Judgment: the Ashmede Accuser can use the Judgment ability of an Inquistor with a level equal to her hit dice total. To begin with, she can use this ability five times per day, and selecting two active Judgments, and as she gains levels, she gains additional daily uses, the ability select a third active Judgment, and eventually the Final Judgment ability.

Spell-Like Abilities (Sp): the Ashmede Accusor gains access to additional Spell-Like Abilities as she gains levels.

Personal Scythe: the Ashemede Accusor's Scythe is a +3 Unholy weapon. At level 3, it becomes a +4 Keen Unholy weapon. At level five, it improves to +4 Keen Unholy. And at level seven, it becomes a +5 Keen Unholy Axiomatic weapon.

Improved Kyton Summoning (Sp): at level 2, the Ashmede Accuser's Summon ability can be used twice per day, and can bring forth 1d6 Chain Devils, or 1 Interlocutor or Apostle (specifically the sample one, as this is usually a template) or 1 Cantor.

Greater Kyton Summoning (Sp): at level 4, the Ashemede Accuser's Summon ability can be used three times per day, and can bring forth 2d6 Chain Devils, or 1d4+1 Interlocutors or Apostles (see above) or Cantors, or 1 Libitinarii.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Drider
SRD/Monster Manual. CR 7, level 8.

Blood Seeker
If you want your Drider to continue casting spells like a Sorcerer, Wizard or Cleric, then here's what you do: take levels in one of the prestige classes that progresses Sorcerer, Wizard or Cleric casting (or indeed take levels in the base class if you can't find one for which you meet the prerequisites). I'm not writing a class that takes you to "level 20 caster with better stats and hit dice and also some bonus powers". Instead, this is a class that steals a lot from a special class archetype added to the Wrath of the Righteous PC game, and mixes Rogue and Ranger aspects (sort of) while being sort of a vampire, considering spiders typically drink blood (or rather, they liquefy the insides of their targets and drink that).

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Balance, Climb, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Tumble, Use Rope
Proficiencies: the Blood Seeker is proficient with Light Armour, and Simple and Martial Weapons
LevelBABFortRefWillSpecial
1+1+2+2+0Foe Stalker, Blood Pool, Blood Drain, Caster Level
2+2+3+3+0Instill Fear, Horrid Bite
3+3+3+3+1Sneak Attack +1d6, Speed Drain
4+4+4+4+1Blood Gorge, Contagious Fear
5+5+4+4+1Soul Drain, Truly Horrid Bite
6+6+5+5+2Sneak Attack +2d6, Inspire Terror
7+7+5+5+2Necrotic Wounds, No Escape
8+8+6+6+2Muscular Drain, Vampiric Control
9+9+6+6+3Sneak Attack +3d6, A Feast of Blood
10+10+7+7+3Undead Transformation, Ravenous Bite
11+11+7+7+3Deathly Pursuit
12+12+8+8+4Sneak Attack +4d6, A Master of Blood

Foe Stalker (Ex): with a Swift Action at will, the Blood Seeker can focus on a target he can perceive, and from this point until either he loses consciousness or focuses on someone else (or willingly stops focusing on them for whatever reason), he has the Scent and Life Sight abilities, but only in regards to that foe. Additionally, for this duration, if the target ever makes a 5' step away from him, he may make a 5' step towards them as an Immediate Action, and if they make a Full Retreat, he may declare a Charge against them with an Immediate Action.

Blood Pool: the Blood Seeker has a "Blood Pool", a number of Blood Points that refreshes to full every single dusk. The maximum amount equals his class level plus his Intelligence Bonus. Various class features require the usage of these Blood Points. Additionally, the Blood Seeker can use a Swift Action at any time to convert a Spell Slot (which cannot be an "at will" slot, it must actually be expended) into a number of Blood Points equal to its Spell Level.

Blood Drain (Su): with a Standard Action, the Blood Seeker may attempt to pull blood from another creature towards itself. It spends one Blood Point and makes a Ranged Touch Attack out to sixty feet, and if this succeeds, the target suffers 1d6 damage per hit die with a Fortitude Save for half (DC 10 + half its hit dice + its Intelligence Bonus). The Blood Seeker then regains lost hit points equal to this damage (limited by how many Hit Points the actual target had to lose), with excess converting to Temporary Hit Points that remain for one hour or until new Temporary Hit Points are gained, overwriting it. This is considered a third-level spell for the purpose of using Metamagic Rods and similar.

Caster Level: at every level, the Blood Seeker's Caster Level and Spell Resistance both improve by one. However, actual casting ability (Spell Slots, Spells Known, Spell Levels gained) does not improve.

Instill Fear (Su): at level two, the Blood Seeker can terrify those around him. Any time he successfully Demoralises a foe, he may choose to, instead of the usual effects, afflict them with either Paranoia or Despair - both of which are [Mind-Affecting] [Fear] effects.
  • Paranoia: the target immediately makes an Attack of Opportunity upon a randomly selected creature within a threatened square, and then suffers a -4 Morale Penalty to Armour Class, for one round per hit die of the Blood Seeker. If the Attack of Opportunity hits, the Blood Seeker's Demoralise attempt is then resolved against them, potentially spreading more Paranoia.
  • Despair: the target suffers a -4 Morale Penalty to Attack Rolls and Saving Throws for one round per hit die of the Blood Seeker. Every round they suffer from this, they must attempt a Will Save (DC 10 + half the Blood Seeker's hit dice + his Charisma Bonus) or be Staggered for that turn.
Horrid Bite (Ex): starting at level two, the Blood Seeker's Bite attack can be resolved on its own as a Standard Action, doubling its base damage (before any kinds of bonus or penalty, but this is completely multiplied on a Critical Hit). Additionally, any time it delivers a Critical Hit, it restores one expended Blood Point.

Sneak Attack (Ex): at levels three, six, nine and twelve, the Blood Seeker gains 1d6 Sneak Attack. When it deals a Sneak Attack with Blood Drain, the bonus damage still adds to the healing.

Speed Drain (Su): starting at level three, the Blood Seeker may spend a Blood Point as a Standard Action to grant himself a Haste effect and afflict a single target within 30 feet with a Slow effect, with no saving throw. The duration is one minute. This is considered a level three spell for the purpose of Meta Magic Rods and similar.

Blood Gorge (Su): starting at level four, the Blood Seeker can spend two additional Blood Points when using Blood Drain to instead resolve it as a 30' Cone, ripping blood out of a group of people and pulling towards itself. This no longer requires a Ranged Touch Attack, but targets are allowed either a Fortitude Save or a Reflex Save for half, their choice. This is considered a fifth-level spell for the purpose of things like Meta-Magic Rods.

Contagious Fear (Su): the fourth-level Blood Seeker may use a Standard Action and one Blood Point to target a creature within Line of Sight that suffers from a [Fear] effect. All creatures within 30 feet of the target must then pass a Will Save (DC 10 + half his hit dice + his Intelligence Bonus) or be afflicted with the same [Fear] effect(s) as the initial target.

Soul Drain (Su): the fifth-level Blood Seeker can spend two Blood Points to cast Enervation. This is considered a fourth-level spell.

Truly Horrid Bite (Ex): upon reaching level five, the Blood Seeker's Bite attack has a 19-20 Critical Threat, and when made as a single attack as a Standard Action, the base damage is tripled instead of doubled.

Inspire Terror (Ex): when the sixth-level Blood Seeker successfully Demoralises a foe, he may elect to cause them to Panic for 3 rounds instead of the normal effects. If he does choose this, then while it remains in effect, the target must re-roll successful Saving Throws against his various special attacks.

Necrotic Wounds (Ex): starting at level seven, the Blood Seeker's Blood Drain (and modifications of it such as Blood Gorge) deals Vile damage.

No Escape (Su): the seventh-level Blood Seeker can Teleport with a Standard Action to any point he can see, providing it takes him within 10 feet of either his current chosen foe, or a creature suffering from a [Fear] effect.

Muscular Drain (Su): the eighth-level Blood Seeker may spend three Blood Points to cast Wracking Ray. This has a Save DC of 10 + half his hit dice + his Intelligence Bonus, and is considered a fifth-level spell.

Vampiric Control (Su): starting at level eight, the Blood Seeker may spend two Blood Points to cast Dominate Person (DC 10 + half his hit dice + his Intelligence Bonus). He may only ever have one creature Dominated at a time. This is considered a fifth-level spell.

A Feast of Blood (Su): at level nine, the Blood Seeker can spend four Blood Points when using Blood Drain to resolve it as a 30' radius Burst, centred on itself (but not hitting itself). All creatures in the area are hit automatically, with each being able to halve the damage with a successful Fortitude or Reflex Save (their choice). This is considered a sixth-level spell.

Undead Transformation: upon reaching level ten, the Blood Seeker becomes an Undead with the [Dark-Minded] and [Unliving] Subtypes. Do not change any ability scores or hit dice. His unnatural appetite is satiated by drinking blood - typically by using his Blood Drain ability - and he gains Turn Resistance equal to his Charisma Bonus (if positive). He also gains Damage Reduction 10/Silver and Magic.

Ravenous Bite (Ex): at level ten, the Blood Seeker's Bite attack has a natural Critical value of 18-20/x3, and when made as a single Standard Action, the base damage is quadrupled instead of tripled.

Deathly Pursuit (Su): the eleventh-level Blood Seeker may cast Phantasmal Killer by spending three Blood Points. The range is infinite, providing it can perceive the target and the target is also either his chosen foe or suffering from a [Fear] effect. The Save DC is 10 + half his hit dice + his Intelligence Bonus, and this is considered a fourth-level spell.

A Master of Blood: when the Blood Seeker reaches level twelve, his mastery over blood is complete. Blood Drain, Blood Gorge and A Feast of Blood are all Maximised and Bolstered when he uses them (increasing the effective spell level by three). Soul Drain is now Energy Drain (with a Save DC of 10 + half his hit dice + his Intelligence Bonus) and is considered a ninth-level spell. Muscular Drain now is able to reduce a target's ability scores below 1. Speed Drain is now the proper versions of Haste and Slow, each affecting a group (but still allowing no save), with an effective spell level of four. Vampiric Control now functions as Dominate Monster (but still has the limit of one creature at a time), with an effective spell level of nine. Deathly Pursuit can function as Weird but can only affect targets that are either his marked foe or suffering from [Fear] effects, and has an effective spell level of eight. Finally, No Escape can be used with a Move Action.

-

(You could probably let them take specific Vampire abilities as a Feat, like Gaseous Form, transformation into an Undead Spider Swarm, Children of the Night to summon Spider Swarms or Giant Spiders, things like that.)
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Ravid
MM1/SRD. CR 5, level 5.
The animation ability as written is way too annoying to have "on screen" all the time, so they should only be played in games of level 6+ where they take a level of the following class to reign it in.


Animator
Ravids like to float around the place almost aimlessly, and when they do this they bring positive energy with them - to the point that they randomly animate objects all around them. It's not even that they specifically like animating objects, this simply happens. Well, the Animator actually does like this. And focuses on channeling powerful positive energy. It hides behind allies, especially animated objects, and keeps them alive with its energy, and if enemies get close enough, it overloads them with positive energy so they explode.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Appraise, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Sense Motive, Spot, Tumble, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Controlled Animation (1), Channel Positive Energy
2+1+0+3+3Touch of the Sun
3+1+1+3+3Positive Thinking, Energise Objects +1
4+2+1+4+4Animate the Mind
5+2+1+4+4Controlled Animation (2)
6+3+2+5+5Heal 1/day, Aura of the Sun
7+3+2+5+5Force of Rebirth, Energise Objects +2
8+4+2+6+6Animating Burst
9+4+3+6+6Heal 3/day, Resurrection 1/day
10+5+3+7+7Controlled Animation (3), Positive Storm
11+5+3+7+7Overheal, Energise Objects +3
12+6+4+8+8Mass Heal 1/day, Solar Burst
13+6+4+8+8True Resurrection 1/day
14+7+4+9+9Helios Aura, Energise Objects +4
15+7+5+9+9Controlled Animation (4), Mass Heal 3/day

Controlled Animation (Su): the Animator no longer randomly animates objects each round. Instead, it actually chooses one object and that object is then animated until either destroyed, something dispels the effect, or the Animator decides to animate something else instead. At levels five, ten and fifteen, it may animate another object at a time, so that it eventually has four animated objects basically all the time.

Channel Positive Energy (Su): the Animator channels Positive Energy as a Pathfinder Cleric with a class level equal to its class level plus five. This can be used to heal the living or to harm undead, whichever it prefers.

Touch of the Sun (Su): starting at level two, the Animator's Positive Energy Lash has the Flaming property, and the bonus damage to Undead increases to 4d10, and they are automatically set on fire.

Positive Thinking: upon reaching level three, the Animator becomes a lot smarter thanks to thinking in positive values. Its Intelligence Score increases by 4, granting retroactive skill points. Additionally, every time it causes something to regain lost hit points (such as through Channel Energy), the recipient can remove Negative Levels - each one so removed "expends" ten hit points of healing.

Energise Objects (Su): any Object Animated by the third-level Animator has a +1 Enhancement Bonus to all of its attack and damage rolls (becoming actual magic weapons) and to its Armour Bonus to Armour Class, as well as a +1 Deflection Bonus to Armour Class, and a +1 Resistance Bonus to Saving Throws. The Objects also get the benefits of Touch of the Sun. At levels seven, eleven and fourteen, the numbers increase by 1.

Animate the Mind (Su): starting at level four, the Animator can channel enough energy into a recent corpse to keep it effectively alive, not just a dead flesh puppet. If a creature has been dead for no longer than one minute when its corpse is selected as an object to be animated, the creature may effectively be revived, as though by Resurrection, with no level loss, and is free to act normally, although they will die again the moment it ceases animating them. They also no longer have their normal living hit points until destroyed or properly brought back: they are still sort of considered an object with the hit points of an Animated Object of their size and material, and if this is reduced to zero, they are actually destroyed and need the higher-level magics to bring back. Energise Objects also applies to creatures animated in this way.

Spell-Like Abilities (Sp): the Animator gains access to a few different powerful Spell-Like Abilities over time. The Caster Level equals its class level plus five, and any Save DC is 10 + half its hit dice + its Charisma Bonus.

Aura of the Sun (Su): upon reaching sixth level, the Animator has a permanent aura that extends out to ten feet. Undead creatures within the area suffer the effects of Positive Energy Lash (enhanced by Touch of the Sun) every time they enter the Aura or begin their turn within it. Additionally, all allies within this area gain the effects of its normal Positive Energy Lash (not enhanced by Touch of the Sun), applied to all attacks, and treat all of their weapons, ammunition, armour and shields as having the Ghost Touch property.

Force of Rebirth (Su): starting at level seven, when the Animator restores lost hit points to a creature in any way, the healing functions like Regeneration, allowing limbs to be regrown. Additionally, recipients may be cured of Ability Damage, at the "cost" of 5 points of healing per point, and Ability Drain, at the cost of 10 points of healing per point.

Animating Burst (Su): starting at level eight, the Animator may animate a small group of objects, treated as a single Swarm, that uses up one of its attuned Animated Objects. The swarm is treated as a Medium Swarm of objects of whatever size the constituent parts are, with the Swarm special attack based on the number of hit dice the Animator has. It also has the Distraction ability (only DC 10 + half the Animator's hit dice + the Energise Objects Bonus), and still benefits from Energise Objects.

Positive Storm (Sp): three times per day, the tenth-level Animator can cast a special version of Call Lightning Storm. Instead of the normal Electricity damage, bolts of this deal the effects of Positive Energy Lash (enhanced by Touch of the Sun). Weather has no effect on the damage. Instead, this causes maximum damage when in Hallowed or Consecrated area.

Overheal (Su): when the Animator reaches level eleven, it can heal things beyond perfect health. Any healing it provides in excess of a creature's maximum is gained as Temporary Hit Points for two minutes. If at any point it causes a creature to have Temporary Hit Points equal to or exceeding its Maximum Hit Points, the creature explodes into brilliant light: the creature is instantly slain, erupting into a 15' radius explosion of Positive Energy damage equal to the amount of Temporary Hit Points they had. This can be halved with a Reflex Save (DC 10 + half the Animator's hit dice + its Charisma Bonus). Anything that fails the Reflex Save also catches fire, and this is treated as true sunlight for the purpose of Daylight Powerlessness and similar things.

Solar Burst (Su): at level twelve, the Animator's Touch of the Sun (and thus Aura of the Sun, Energise Objects and so on) improves. The Flaming property upgrades to Flaming Burst, and Undead cannot be Immune to Critical Hits from it.

Helios Aura (Su): when the Animator reaches level fourteen, its Aura improves - it now constantly generates helium and also a lot of energy, through fusion, and seems more and more like the actual sun. Its normal Aura of the Sun extends out to twenty feet, and everything within ten feet (living or not) also suffers 4d10 Fire damage when they enter this Aura or begin their turn in it, catching fire. This ten feet aura also counts as true sunlight. However, if a creature spends a full minute within this ten foot radius, even if they are fully Immune to the damage (and they probably want to be), they regain a single Spell Slot, Spell-Like Ability Usage (if daily or shorter), Maneuver or similar, of their choice.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Lilitu
Fiendish Codex 1, page 43. CR 12, level 14.

Abyssal Sponsor
The Lilitu isn't just an upgraded succubus. She has piles of great abilities - all of her ability scores are good, there's good Spell Resistance, four sting attacks with reach and poison, some good spell-like abilities, Cleric spellcasting that uses her +20 Charisma, the ability to use any item as though passing a UMD roll and more! But they have an interesting role where they take on a humanoid guise, are treated as Good Alignment by [Good] Spells (note: this doesn't fool Detect Evil, we need to fix that), and then grant people a special boost. That makes for an interesting thing you can do. Don't worry, they are still good at basically everything and continue gaining spellcasting ability even, but now they also get to have a bunch of "minions" running about - and they can spy on them or even control or kill them from afar. Or they can place basically free buffs on the whole party.

Hit Die: d6

Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Knowledge (Any), Listen, Perform (Any), Ride, Search, Sense Motive, Spellcraft, Spot, Tumble, Use Magic Device, Use Rope
LevelBABFortRefWillSpecialSpellcasting
1+0+0+0+2False Alignment, Cult Leader, Great Boon+1 Cleric Level
2+1+0+0+3Gift of Magic, A Promise Enforced+1 Cleric Level
3+2+1+1+3Gather Congregation, Generosity, Possession+1 Cleric Level
4+3+1+1+4Restorative Ritual+1 Cleric Level
5+3+1+1+4You Are My Eyes And Lips+1 Cleric Level
6+4+2+2+5The Great Betrayal+1 Cleric Level

False Alignment (Ex): the Abyssal Sponsor always detects as Chaotic Good, not Chaotic Evil. Detect Evil, for instance, will fail to show anything.

Cult Leader (Su): with a ritual that lasts ten minutes, the Abyssal Sponsor may apply her Gift to a group of up to one creature per hit die, and she may maintain her gift on up to one creature per hit die at any time.

Great Boon (Su): the Abyssal Sponsor's Gift is stronger than before. The duration changes to "seven days". On top of the Profane Bonus to Charisma, it also grants a +3 Profane Bonus to Will Saves, Caster Level checks to pierce Spell Resistance, and AC against Touch Attacks, and when targeting another creature, the target suffers a -3 Profane Penalty to the same. She may also use an Immediate Action to attempt to counter an incoming [Compulsion] effect against any creatures that have received her Gift, rolling 1d20 + her hit dice + her Charisma Bonus opposed by the attacker rolling 1d20 + their caster level + the ability score bonus they use for casting. If she rolls higher, the [Compulsion] has no affect on that target. Finally, she grants them the ability to cast Detect Thoughts and Charm Person once each per day.

If she is level three or more, she may reapply the Gift to those who already have it - this takes a new ten minute ritual but does not count twice against her maximum number of recipients. the Profane Bonus to Charisma instead applies to all six Ability Scores, and they may cast Charm Monster, Suggestion and Enervation once each per day, and the duration increases to one month. If she is level six or more, she may reapply the Gift again with a one hour ritual, increasing the duration to a full year, and they also gain her Item Use ability, and once per day they may ignore a target's Immunity to [Mind-Affecting] or [Compulsion] or [Charm] or [Emotion] effects - the immunity is ignored when targeted, and if they fail the saving throw, they are affected for the whole duration.

Spellcasting: at every level, the Abyssal Sponsor's effective Cleric spellcasting increases by 1 level. No other class features are gained.

Gift of Magic (Sp): every day, when the second-level Abyssal Sponsor prepares her spells, she may choose up to one of these spells per creature that currently has her Gift, and grant these spells to her followers - she effectively empties the spell slots as though she already cast them, and each spell chosen in this manner is assigned to a single creature that has received her Gift, to cast as a Spell-Like Ability once during that day, though unlike normal they must provide the components. She may also bestow daily or at-will uses of Spell-Like Abilities in this manner, in the latter case paying no cost herself because it's at will.

A Promise Enforced (Su): starting at level two, the Abyssal Sponsor may use a Swift Action at will to revoke her Gift from a recipient, at any range. Furthermore, if she wills it, when this happens she may instantly target them with Bestow Curse, or cause them to take 1d6 damage per hit die, with a Will Save for half (this is also a [Curse] effect). The save DC is 10 + half her hit dice + her Charisma Bonus, so they'll probably fail.

Gather Congregation (Su): when the Abyssal Sponsor reaches level three, she may use a Full Round Action once per day to Call her followers to her side. All creatures that currently have her Gift are instantly transported, across different planes if need be, to be within Close Range of her.

Generosity (Su): whenever the third-level Abyssal Sponsor casts a Spell that normally only has a Single Target, she may instead cast it upon all creatures that currently have her Gift, all at the same time. As long as one of the creatures is within range, they all receive the effects. While they have this benefit, they take a -4 Circumstance Penalty to saving throws against her Possession ability.

Possession (Su): upon reaching level three, the Abyssal Sponsor can possess any creature that has her Gift, or that lost her Gift through any means within the past month. This functions as the Demonic Possesion ability of Fiendish Codex 1 (page 21).

Restorative Ritual (Sp): starting at level four, the Abyssal Sponsor may perform a ten minute ritual on a creature that has accepted her Gift, and in doing so grant them the combined effects of Greater Restoration, Regeneration and Heal (or Harm if they are healed by negative energy). If this ever happens, they are forever susceptible to her Possession ability.

You Are My Eyes And Lips (Su): when the Abyssal Sponsor reaches level five, any time she casts a Spell or Spell-Like Ability, she may use another creature as the origin point - providing the creature has her Gift. They are treated as the caster for the purpose of targeting, Area of Effect, and drawing line of sight and effect. She must have line of effect to the creature she uses as the caster.

The Great Betrayal (Sp): once per day, the sixth-level Abyssal Sponsor may use a Full Round Action to replace her congregation with powerful demons: she designates any number of creatures that currently have her Gift, and for one hour they are forced into a (relatively) safe part of the Abyss. For the same duration, for each "banished" servant, one Tanar'ri of equal or fewer hit dice is conjured to the exact place they previously were. At the end of this time, or when the demon is killed or banished, the demon fades into nothingness and the servant is conjured back to replace the demon. When this happens, every creature so replaced is fully aware of what has happened, and what "their" demon is doing (in the case of Player Characters, let them control the demons with the understanding they must remain loyal to the Sponsor).

Alternatively, she may simply try to steal their souls for the Abyss: they are each entitled to a Fortitude Save (DC 10 + half her hit dice + her Charisma Bonus, so good luck with that). Failure results in their instant obliteration which is not a [Death] effect, and their souls are sent to the Abyss for reprocessing. If they pass the saving throw, this frees them from the Gift.
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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

I spent too much time on this but I enjoyed myself so there we go.

Red Abishai
Fiendish Codex 2, page 110. CR 8, level 9.
Regeneration that needs Good aligned weapons/spells to beat.


Super Tiamat Red
Abishai are usually either wardens and torturers in the Nine Hells (to be fair, most people there are either wardens of some kind or inmates of some kind), or are simply massed flying infantry in war. Occasionally they rise to leadership positions, however, the book saying some of them can rule over... Lemures. So let's give them a leadership position worth having: one over other Abishai, and Spawn of Tiamat, who can also gather up additional benefits related to Abishai and dragons, as well as letting them designate allies as other members of their Sentai squad: SUPER TIAMAT!

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Gather Information, Intimidate, Jump, Knowledge (Arcana, The Planes), Listen, Search, Sense Motive, Spellcraft, Spot, Tumble, Use Rope
LevelBABFortRefWillSpecial
1+1+0+2+2Super Tiamat Powers (Red), Spellcasting, Planar Leader
2+2+0+3+3Designate (Super Tiamat Blue), Super Tiamat Powers (Blue)
3+3+1+3+3Designate (Super Tiamat Green), Super Tiamat Powers (Green)
4+4+1+4+4Designate (Super Tiamat Black), Super Tiamat Powers (Black)
5+5+1+4+4Pack Summoning
6+6+2+5+5Improved Lingering Damage
7+7+2+5+5Designate (Super Tiamat White), Super Tiamat Powers (White)
8+8+2+6+6Super Tiamat Teamwork Tactics
9+9+3+6+6SUPER TIAMAT COMBINE, Mightier Super Tiamat Powers
10+10+3+7+7Super Tiamat Prisma, Legion Summoning
11+11+3+7+7ULTRA TIAMAT FORCE, Ultimate Super Tiamat Powers

Super Tiamat Powers (Su): at first level, the Super Tiamat Red gains access to the Super Red spells, and may use a Full Round Action at will to adopt the Red Ravager powers. As he gains levels, he unlocks more aspects: at level two, he gains Electricity Resistance equal to double his hit dice total and also gains access to the Super Blue spells, as well as the ability to adopt Blue Warden powers with a Full Round Action at will. At level three he gains Acid Resistance equal to double his hit dice total and also gains access to the Super Green spells, as well as the ability to adopt Green Scout powers with a Full Round Action at will. At level four, he gains a +5 Bonus to Saving Throws against Diseases and [Death] effects, and access to the Super Black spells, and may use a Full Round Action at will to adopt the Black Stalker powers. At level seven, he gains Cold Resistance equal to double his hit dice and accesses the Super White spells, and may use a Full Round Action at will to adopt the White Marauder powers. Any time he adopts one of these powers, he no longer has the powers of any other type he has adopted, and these are magical effects that can be Dispelled, with a Caster Level equal to his hit dice.
  • Red Ravager: once per five rounds, he may designate an attack as a Smite (against anyone), adding his Charisma Bonus to the attack roll and adding his level to the damage. He also has Improved Bullrush, Awesome Blow and Powerful Charge as Bonus Feats.
  • Blue Warden: he has the Mettle ability, and spreads an electric corona of protection to all allies within 25 feet: both he and they gain a Deflection Bonus to AC of +1 per 5 hit dice (round up), and any foe who passes between him and any of these allies suffers Electricity damage equal to his Charisma Bonus.
  • Green Scout: his movement speed increases by 10 feet per 5 hit dice (round up), and he has the (not Tome) feats of Point Blank Shot, Rapid Shot, Precise Shot and Improved Precise Shot.
  • Black Stalker: he gains the Hide in Plain Sight and Trapfinding abilities, and Sneak Attack of +1d6 per 5 hit dice (round up).
  • White Marauder: he gains the basic Rage ability of a first-level Tome Barbarian, and +1d6 Rage Dice per 5 hit dice (round up).
Spellcasting: the Super Tiamat Red has the Caster Level and Spells Per Day of a PHB Bard with a level of its class level plus nine. He has a fixed list, with his spells known depending on which Super Tiamat powers he has.
Super Red: 0 - Detect Magic, Detect Dragonblood, Flare; 1 - Mage Armour, Flaming Sphere; 2 - Detect Thoughts, Pyrotechnics; 3 - Suggestion, Vision of the Omniscient Eye, Wreath of Flames; 4 - Wall of Fire, Fear; 5 - Spell Resistance, Find the Path; 6 - Maddening Whispers, Mass Suggestion, Discern Location
Super Blue: 0 - Ghost Sound; 1 - Silent Image, Ventriloquism; 2 - Invisibility, Minor Image; 3 - Confusion, Hallucinatory Terrain; 4 - Call Lightning Storm, Passage of the Shifting Sands; 5 - Veil, Mirage Arcana; 6 - Whirlwind
Super Green: 0 - Detect Poison; 1 - Entangle, Charm Person; 2 - Summon Swarm; 3 - Commune With Nature, Adoration of the Frightful; 4 - Command Plants, Dominate Person, Trance of the Verdant Domain; 5 - Miasma; 6 - Swamp Lung, Mind of the Labyrinth
Super Black: 0 - Darkness; 1 - Rot of Ages; 2 - Animate Dead, Plant Growth; 3 - Stinking Cloud; 4 - Cloudkill, Curse of the Elemental Lords; 5 - Create Undead, Insect Plague; 6 - Create Greater Undead
Super White: 0 - Ray of Frost; 1 - Chill Touch, Path of Frost; 2 - Arctic Haze, Gust of Wind; 3 - Slow; 4 - Wall of Ice; 5 - Blizzard; 6 - Death Hail, Control Weather, Burst of Glacial Wrath

Planar Leader (Sp): Super Tiamat Red's Summon ability improves greatly. Once per day, with an 80% chance of success, he may summon a Lemure or an Abishai or Spawn of Tiamat or Aspect of Tiamat with a Challenge Rating of his own character level minus 2. For every further level by which his level exceeds the CR, increase the chance of success by 10%, and if the chance is more than 100%, keep the excess to use as a second daily summon.

Designate (Su): starting at level two, Super Tiamat Red can use a Swift Action at will to bestow powers upon allies. Any given ally can only be designated as having one Super Tiamat colour power at a time, and each colour designation can only be granted to one ally at a time. The ally gains Immunity to either Electricity (Blue), Acid (Green or Black), or Cold (White), and the Super Tiamat powers of the colour granted to them - for instance, at level two he may designate one ally to be Super Tiamat Blue, granting them the Blue Warden power and Immunity to Electricity, and at level three he may also designate an ally to be Super Tiamat Green, granting them the Green Scout and Immunity to Acid. He may not designate himself in order to pick up extra Immunities, and these effects can also be Dispelled.

Pack Summoning (Sp): at level five, Super Tiamat Red's Summoning power can bring forth big groups. When using his Summon ability, he may choose to summon more than one of the same creature and for longer times, treating the CR as higher: 2 (+2), 3 (+3), 4 (+4), 6 (+5), 8 (+6), 12 (+7), 16 (+8), 24 (+9), 32 (+10), 50 (+11), 100 (+12), with 2-6 of the same creature doubling the duration, 8-32 increasing it to 6 hours, and more than that lasting for 12 hours. I'm going to be real with you: beyond bringing in maybe three or four of the same thing, you should not use this for combat. Instead use it for summoning a force that goes and does "military unit" stuff.

Improved Lingering Damage (Su): when Super Tiamat Red reaches level six, his Lingering Damage increases to 3d6. Additionally, all of his designated allies gain the Lingering Damage of their designated colour Abishai, increased to 2d6.

Super Tiamat Teamwork Tactics: at level eight, Super Tiamat Red and all of his Designated allies gain the benefits of the Coordinated Charge and Seize the Moment Teamwork feats.

SUPER TIAMAT COMBINE (Su): once per day, if the ninth-level Super Tiamat Red has his full team of Super Tiamat allies within Close Range and they agree to this transformation, he may use a Full Round Action to combine. For the next two minutes, they are all replaced by a single Aspect of Tiamat with the Advanced simple template. Super Tiamat Red controls the body and his own head, and every other member of the team controls their own head, able to take a full turn's worth of actions other than actually moving, and also each head can use its breath weapon in the same turn. Each one deals 1d8 damage per hit die they have, and the Save DC is 10 + half their hit dice plus the Aspect's Constitution Bonus. Each head can still use Spells, Spell-Like Abilities, Psionics and any class features that don't require specific physiology or use of limbs. At the end of the two minutes, or when the Aspect is slain, they revert to normal, with Super Tiamat Red appearing where the Aspect was, and his allies being within Close Range. Damage carries over from this form to all constituent members, but special conditions do not (aside from death). Magic items and automatic scaling bonuses do not apply during this transformation.

Mightier Super Tiamat Powers: starting at level nine, Super Tiamat Red's various Super Tiamat powers are improved - both when he adopts them and when he designates allies to gain them.
  • Red Ravager: all of his weapons and natural weapons have the (Tome) Wounding property, and he has a Paladin's Aura of Courage, Aura of Defiance and Aura of Resolve, though he must choose on a round-by-round basis which one to have active.
  • Blue Warden: he gains the Quick Recovery, Bastion of Defence and Defend Others abilities of a (Tome) Knight, and anybody who attacks him or an adjacent ally with a melee weapon suffers Electricity damage equal to his hit dice (whether they hit or not), with a Reflex Save to negate (DC 10 + half his hit dice + his Constitution Bonus). Those using a metal weapon suffer a -4 Penalty to this save.
  • Green Scout: he gains Hide in Plain Sight in plant-based terrain, and any target he hits loses any Immunities they have to [Mind-Affecting] effects or Enchantments, other than those granted by their Type, until the end of his next turn.
  • Black Stalker: every attack he makes, even with a manufactured weapon, carries Dragon Toxin - at the start of his next turn, anybody who he hit (regardless of how many times they were hit) suffers "poison" damage equal to his level if they fail a Fortitude Save (DC 10 + half his hit dice + his Constitution Bonus). He may also Rebuke Undead as a PHB Cleric of his own level, and can perform a Coup de Gras with a Swift Action.
  • White Marauder: while raging, he grows one size category larger, gaining +4 Strength and Constitution, and -2 Dexterity, and +2 Natural Armour (instead of "normal" changes for growing). This also increases his reach by 5' and his move speed by 10'. At the end of his turn, everybody he hit during that turn must make a Fortitude Save (DC 10 + half his hit dice + his Charisma Bonus) or be Slowed for one minute.
Super Tiamat Prisma (Su): at level ten, the Super Tiamat Red can choose to adopt the powers of a Prism Dragon, as all of its colours shimmer together. Adopting these powers is a Full Round Action, and they cannot be assumed at the same time as a Super Tiamat Power. While this is in effect, he is Immune to [Light] effects, as well as to spells with "Prismatic" in the name, and he can cast the following spells: This Prismatic Ray (level 3), Prismatic Spray (level 4), Prismatic Aura (level 4), Prismatic Wall (level 5), Prismatic Shield (level 5), Prismatic Sphere (level 6), This Different Prismatic Ray (level 6), Prismatic Deluge (level 6). Worst of all, the Lingering Damage ability of its sting changes from 3d6 Fire damage to suffering the full effects of being hit by a Prismatic Spray (roll randomly, and saves are allowed as normal). During SUPER TIAMAT COMBINE, the spells of this form are still available.

Legion Summoning (Sp): when the tenth-level Super Tiamat Red uses Pack Summoning, he may now summon entire armies, using the mass combat rules of your choice. At any rate, any time he would summon at least 6 of a creature, divide this number by 6 and then summon that many entire units of them (usually with 10-30 to the unit for Medium creatures, acting in unison). They are also summoned for one entire day.

ULTRA TIAMAT FORCE (Su): once per day, the eleventh-level Super Tiamat Red that is currently under the effects of SUPER TIAMAT COMBINE may use a Full Round Action to transform: the Aspect of Tiamat fades away, replaced by five mighty heads of Tiamat - each one controlled by the relevant player. This lasts for two minutes, after which they all return to their normal forms.
Black Head of Tiamat
Colossal Dragon (Lawful, Evil, Extraplanar, Water)
Str 43 Dex 6 Con 29 Int 20 Wis 18 Cha 25
HP: 310 (20 HD)
Init -2 Speed 10'
Reach 30'
BAB/Grab: +20/+52
-Bite +35 (4d6+31)
AC: 28 (-8 Size, -2 Dex, +28 Natural)
-Flat 28 Touch 0
Fort +21 Ref +10 Will +16
-Improved Grab, Swallow Whole
-Spell Resistance 30, Immunity to Acid, Immunity to Magical Sleep and Paralysis, Water Breathing, DR 15/Epic
-Magical Fangs: the Bite attack has a permanent +7 Enhancement Bonus and is treated as [Epic]
-Aura of Fear (Su): DC 27, reaching out to a 250' radius
Spell-Like Abilities (DC 27) at will: Charm Reptiles, Corrupt Water, Darkness, Insect Plague, Plant Growth, True Seeing, Stoneskin, Mass Suggestion, Dominate Monster, Guards and Wards, Phantasmal Thief, Sympathy, Create Greater Undead, Control Undead, Destruction, Unhallow, Desecrate, Giant Vermin, Creeping Doom
-Breath Weapon (Su): once per 10 rounds, the Black Head of Tiamat may unleash a 15' wide, 600' long Line of Acid, causing 120 Acid damage to all in its path. Those in the area may attempt a Reflex Save (DC 29) for half. This tunnels through terrain.

Blue Head of Tiamat
Colossal Dragon (Lawful, Evil, Extraplanar, Earth)
Str 43 Dex 6 Con 29 Int 20 Wis 18 Cha 25
HP: 310 (20 HD)
Init -2 Speed 10'
Reach 30'
BAB/Grab: +20/+52
-Bite +35 (4d6+31)
AC: 28 (-8 Size, -2 Dex, +28 Natural)
-Flat 28 Touch 0
Fort +21 Ref +10 Will +16
-Improved Grab, Swallow Whole
-Spell Resistance 30, Immunity to Electricity, Immunity to Magical Sleep and Paralysis, DR 15/Epic
-Magical Fangs: the Bite attack has a permanent +7 Enhancement Bonus and is treated as [Epic]
-Aura of Fear (Su): DC 27, reaching out to a 250' radius
Spell-Like Abilities (DC 27) at will: Create Water, Ventriloquism, Hallucinatory Terrain, Veil, Mirage Arcana, True Seeing, Stoneskin, Mass Suggestion, Dominate Monster, Guards and Wards, Phantasmal Thief, Sympathy, Horrid Wilting, Dispel Water, Desert Binding, Storm of Vengeance
-Breath Weapon (Su): once per 10 rounds, the Blue Head of Tiamat may unleash a 15' wide, 600' long Line of lightning, causing 120 Electricity damage to all in its path. Those in the area may attempt a Reflex Save (DC 29) for half. Those wearing mostly metal armour suffer a -6 Penalty to the Saving Throw.

Green Head of Tiamat
Colossal Dragon (Lawful, Evil, Extraplanar, Air)
Str 43 Dex 6 Con 29 Int 20 Wis 18 Cha 25
HP: 310 (20 HD)
Init -2 Speed 10'
Reach 30'
BAB/Grab: +20/+52
-Bite +35 (4d6+31)
AC: 28 (-8 Size, -2 Dex, +28 Natural)
-Flat 28 Touch 0
Fort +21 Ref +10 Will +16
-Improved Grab, Swallow Whole
-Spell Resistance 30, Immunity to Acid, Immunity to Magical Sleep and Paralysis, Water Breathing, DR 15/Epic
-Magical Fangs: the Bite attack has a permanent +7 Enhancement Bonus and is treated as [Epic]
-Aura of Fear (Su): DC 27, reaching out to a 250' radius
Spell-Like Abilities (DC 27) at will: Plant Growth, Command Plants, True Seeing, Stoneskin, Mass Suggestion, Dominate Monster, Guards and Wards, Phantasmal Thief, Sympathy, Hiss of Sleep, Maddening Whispers, Mind of the Labyrinth
-Breath Weapon (Su): once per 10 rounds, the Green Head of Tiamat may unleash a 300' Cone of corrosive gas, causing 120 Acid damage to all in its path. Those in the area may attempt a Reflex Save (DC 29) for half. Those who fail the saving throw must also make a Fortitude Save (same DC) against suffering a dose of Dragon Bile poison.

Red Head of Tiamat
Colossal Dragon (Lawful, Evil, Extraplanar, Fire)
Str 43 Dex 6 Con 29 Int 20 Wis 18 Cha 25
HP: 310 (20 HD)
Init -2 Speed 10'
Reach 30'
BAB/Grab: +20/+52
-Bite +35 (4d6+31)
AC: 28 (-8 Size, -2 Dex, +28 Natural)
-Flat 28 Touch 0
Fort +21 Ref +10 Will +16
-Improved Grab, Swallow Whole
-Spell Resistance 30, Immunity to Fire, Immunity to Magical Sleep and Paralysis, Vulnerable to Cold, DR 15/Epic
-Magical Fangs: the Bite attack has a permanent +7 Enhancement Bonus and is treated as [Epic]
-Aura of Fear (Su): DC 27, reaching out to a 250' radius
Spell-Like Abilities (DC 27) at will: Find the Path, Discern Location, Wall of Fire, True Seeing, Stoneskin, Mass Suggestion, Dominate Monster, Guards and Wards, Phantasmal Thief, Sympathy, Incendiary Storm, Deadly Lahar
-Breath Weapon (Su): once per 10 rounds, the Red Head of Tiamat may unleash a 300' Cone of fire, causing 120 Fire damage to all in its path. Those in the area may attempt a Reflex Save (DC 29) for half. Any who fail their save catch fire, suffering 3d6 Fire damage per round until they put it out (requiring a Full Round Action and a DC 19 Reflex Save)

White Head of Tiamat
Colossal Dragon (Lawful, Evil, Extraplanar, Cold)
Str 43 Dex 6 Con 29 Int 20 Wis 18 Cha 25
HP: 310 (20 HD)
Init -2 Speed 10'
Reach 30'
BAB/Grab: +20/+52
-Bite +35 (4d6+31)
AC: 28 (-8 Size, -2 Dex, +28 Natural)
-Flat 28 Touch 0
Fort +21 Ref +10 Will +16
-Improved Grab, Swallow Whole
-Spell Resistance 30, Immunity to Cold, Immunity to Magical Sleep and Paralysis, Vulnerable to Fire, DR 15/Epic
-Magical Fangs: the Bite attack has a permanent +7 Enhancement Bonus and is treated as [Epic]
-Aura of Fear (Su): DC 27, reaching out to a 250' radius
Spell-Like Abilities (DC 27) at will: Freezing Fog, Gust of Wind, Wall of Ice, Control Weather, True Seeing, Stoneskin, Mass Suggestion, Dominate Monster, Guards and Wards, Phantasmal Thief, Sympathy, Burst of Glacial Wrath, Heartfreeze
-Breath Weapon (Su): once per 10 rounds, the White Head of Tiamat may unleash a 300' Cone of cold, causing 120 Cold damage to all in its path. Those in the area may attempt a Fortitude Save (DC 29) for half. Those who fail are Slowed for 3 rounds.

Ultimate Super Tiamat Powers: when he reaches level eleven, Super Tiamat Red's various Super Tiamat powers become their most powerful - both when he adopts them and when he designates allies to gain them.
  • Red Ravager: he also gains the Pressing Assault and Rapid Assault feats, has a constant Arcane Sight effect and Fast Healing 10 on any round in which he dealt damage to a living creature. Additionally, all of his attacks are treated as though with a (Tome) Weapon of Ruin.
  • Blue Warden: he may spend a Swift Action to build an electrical charge, which lasts until the start of his next turn. If damaged before then, he loses the charge but the next melee attack he makes channels a Shocking Grasp at Caster Level 20. He may also use an Immediate Action to redirect an attack from an adjacent ally towards himself, providing the attack is made with a metal weapon (including the metal blades of polearms, and metal arrow-tips).
  • Green Scout: he also gains Improved Rapid Shot, and at the end of his turn, any enemy he hit who was denied their Dexterity Bonus to Armour Class against one or more of those attacks must pass a Will Save (DC 10 + half his hit dice + his Charisma Bonus) or become Fascinated for one minute (or until disrupted normally).
  • Black Stalker: he gains Evasion and Uncanny Dodge, and may move stealthily at full speed at no penalty. He also gains the Crippling Strike ability of a Rogue.
  • White Marauder: during a rage, he gains the Greater Powerful Charge, Spring Attack, Bounding Assault and Brutal Strike feats and, instead of being Slowed, creatures that fail the saving throw at the end of his turn are Paralyzed until the end of his next turn.
-

Summon List:
Whitespawn Hordeling CR 1, Lemure CR 1, Greenspawn Leaper CR 2, Greenspawn Sneak CR 2, Blackspawn Raider CR 4,
White Abishai CR 4, Bluespawn Ambusher CR 4, Whitespawn Hunter CR 4, Black Abishai CR 5, Greenspawn Zealot CR 5,
Whitespawn Iceskidder CR 6, Bluespawn Stormlizard CR 6, Redspawn Arcaniss CR 6, Redspawn Firebelcher CR 6,
Green Abishai CR 6, Blue Abishai CR 7, Greenspawn Razorfiend CR 7, Red Abishai CR 8, Redspawn Berserker CR 8,
Blackspawn Stalker CR 9, Bluespawn Burrower CR 9, Bluespawn Godslayer CR 10, Aspect of Tiamat CR 13

-

Spell List By Level:
Orisons: Detect Magic, Detect Dragonblood, Flare, Ghost Sound, Detect Poison, Darkness, Ray of Frost
1st Level: Mage Armour, Flaming Sphere, Silent Image, Ventriloquism, Entangle, Charm Person, Rot of Ages, Chill Touch, Path of Frost
2nd Level: Detect Thoughts, Pyrotechnics, Invisibility, Minor Image, Summon Swarm, Animate Dead, Plant Growth, Arctic Haze, Gust of Wind
3rd Level: Suggestion, Vision of the Omniscient Eye, Wreath of Flames,, Confusion, Hallucinatory Terrain, Commune With Nature, Adoration of the Frightful, Stinking Cloud, Slow, This Prismatic Ray
4th Level: Wall of Fire, Fear, Call Lightning Storm, Passage of the Shifting Sands, Command Plants, Dominate Person, Trance of the Verdant Domain, Cloudkill, Curse of the Elemental Lords, Wall of Ice, Prismatic Spray, Prismatic Aura
5th Level: Spell Resistance, Find the Path, Veil, Mirage Arcana, Miasma, Create Undead, Insect Plague, Blizzard, Prismatic Wall, Prismatic Shield
6th Level: Maddening Whispers, Mass Suggestion, Discern Location, Whirlwind, Swamp Lung, Mind of the Labyrinth, Create Greater Undead, Death Hail, Control Weather, Burst of Glacial Wrath, Prismatic Sphere, This Different Prismatic Ray, Prismatic Deluge
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Koumei
Serious Badass
Posts: 13970
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

This one also took a lot of time and effort but it appeals to me for reasons.

Munagola (Executioner Devil)
Pathfinder, here. CR 11, level 11 9 (see below).

Brutal Paragon
The Munagola has your standard Devil stuff, and then after that they have- wait, did my notes disappear? Okay, so uh, they have the basic Devil stuff, Scorching Ray, great ability scores, Spell Resistance, Fast Healing and a cute little combat ability. Here's what we'll do: reduce them to 9 hit dice, SR = HD + 10, and the ability scores become +8 Str, +6 Dex, Con, Wis and Cha, +4 Int, and then you give them something else that gives them "things to do" without actually making them that strong: Initiator Level 9 as a Myrmidon, with 8 Maneuvers known (maximum level 4), 4 readied at a time, and knowing one 1st level stance, one 2nd level stance and one 3rd level stance, using her Wisdom as her initiation modifier, and recovering readied maneuvers in the same way, but not gaining Grit or Deeds. She has access to all of the standard disciplines, as well as Black Seraph.

So let's give this a class with a cool close combat progression that borrows gently* from professional wrestling, catch wrestling and Pancrase before branching out into fighting games and stuff. And makes them a level-appropriate thing and also fun. Because clearly they want to be full of fighting spirit and rising to the top of infernal ranks. They function as mostly close combat fighters who like using different options on different turns, with a token-building mechanic, and while they sort of suffer from MAD with Strength (attacking and most combat maneuvers), Dexterity (Dexterity) and Wisdom (Save DCs) all being necessary, the fact is they get a big bonus to every ability score so it's fine. Also it's rare they get to walk into a fight and unleash an ability an equal-level Wizard could cast, right off the bat, because they typically need to build up, so some of their abilities are pretty flashy and yeah they probably have a high save DC.

*I lied.

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Balance, Climb, Concentration, Intimidate, Jump, Knowledge (The Planes), Listen, Perform, Sense Motive, Spot, Tumble, Use Rope
LevelBABFortRefWillSpecial
1+1+2+2+0Combat Prowess (Lucha I, Strong Style I, Control I, Powerhouse I, Heel I, Crippling I), Combat Resilience, Master of Maneuvers
2+2+3+3+0Finishing Move I, Aura Farming, No-Sell
3+3+3+3+1Supreme Athlete, Deathmatch Skills
4+4+4+4+1Combat Prowess (Lucha II, Strong Style II, Control II)
5+5+4+4+1Finishing Move II, Flashy Entrance
6+6+5+5+2Signature Moves, Hell In A Cell
7+7+5+5+2Combat Prowess (Blackout, Energy Surge, No Escape), Faction Leader
8+8+6+6+2Combat Prowess (Powerhouse II, Heel II, Crippling II)
9+9+6+6+3King's Road, Chain Wrestling, Combat Prowess (Lethality, Planar Rending)
10+10+7+7+3Pillar of Baator
11+11+7+7+3Super Finisher, Burial

Combat Prowess: every day, the Brutal Paragon begins with a Level 1 Lucha token, a Level 1 Strong Style token, a Level 1 Control token, a Level 1 Powerhouse token, a Level 1 Heel token and a Level 1 Crippling token. These can be spent to perform special moves of the same level and type - a Level 1 Lucha token to use a Level 1 Lucha ability and so on. By spending a token in such a way, she gains a token of the same type of a level one higher, providing she has access to those. For instance, by using a Level 1 Control token to use a Level 1 Control ability, if she is level 4 or higher she would then get a Level 2 Control token to spend on a Level 2 Control ability. With a Full Round Action at will, she may refresh all of her tokens, losing any excess and going back to having one Level 1 token in each of these six schools. Unless specified otherwise, an ability is Extraordinary.

Lucha Prowess I:
  • The Brutal Paragon may, with a Swift Action, change her Fly speed to 60' (Perfect) until the end of her turn.
  • The Brutal Paragon can chuck a foe through the air, as per the Comet Throw Maneuver (Setting Sun, ToB). At level 3, it can instead be Soaring Throw, and at level 5 it can be Ballista Throw.
  • With a Standard Action, the Brutal Paragon may make a single Trip attempt, resolved against every enemy within reach. Furthermore, this chains out and they fall like dominoes - she may then apply the same Trip attempt against all foes adjacent to anything she successfully trips.
  • The Brutal Paragon may use a Swift Action to turn [Incorporeal] and [Ethereal] until the end of her turn, as a Supernatural Ability.
Strong Style Prowess I:
  • The Brutal Paragon can deliver a crippling strike to someone: a single attack gains the Wounding (Tome) property.
  • With a Standard Action, the Brutal Paragon hardens against physical violence, casting Stoneskin on herself as a Spell-Like Ability.
  • With a Full Round Action, the Brutal Paragon unleashes a combination of attacks: she makes a Full Attack, with one additional attack made at her highest attack bonus, but all attacks take a -1 Penalty. At level 3, the penalty vanishes, and at level 5 she gains another attack at her highest attack bonus.
  • With a Standard Action, the Brutal Paragon hits a concussion into someone. She makes one attack, and if it hits the target suffers 2 points of Intelligence Damage and must succeed on a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus) or be Stunned and Dazed for one round.
Control Prowess I:
  • With a Free Action, the Brutal Paragon becomes somewhat ghost touch as a Supernatural Ability: until the start of her next turn, she is able to touch and indeed Grapple Incorporeal creatures, and they can't just walk away in the intervening round.
  • The Brutal Paragon may cast Chain of Perdition as a Spell-Like Ability, using her Wisdom as though she were casting it as a Cleric.
  • With a Standard Action, the Brutal Paragon can take someone down and wrench their limbs. She may attempt to Grapple an opponent (or damage one she is already grappling), and if it succeeds may then make a Trip attempt against them. If this succeeds, she may make a Drag or Reposition or Dirty Trick attempt against them.
  • With a Full Round Action, the Brutal Paragon can put someone in a sleeper hold: she must establish a grapple and control them, and until she lets go, the target can't speak or use Breath Weapons and must attempt a Fortitude Save every round or fall Asleep until 3 rounds after being released - and will begin to suffocate immediately (going to zero hit points, dropping to -1 and disabled, then dying) if the hold is not released. The Save DC is 10 + half her hit dice + her Wisdom Bonus, increasing by 2 on each consecutive turn.
Lucha Prowess II:
  • With an Immediate Action, the Brutal Paragon may make a Balance or Tumble or Perform (Dance) check to negate an attack or in place of a Reflex Save (with a DC of either the attack roll or the Save DC). Success allows her to evade the attack completely, move up to her speed and make an attack back at the attacker with +3d6 bonus damage.
  • The Brutal Paragon can use Tornado Throw as the Setting Sun Maneuver (ToB), throwing people all over the place.
  • The Brutal Paragon is so nimble she can slip between planes, using a Swift Action to enter either the Ethereal, Astral or Shadow Plane as a Supernatural Ability, and also gaining the ability to move through [Force] effects. This lasts for one round per hit die, but she can end it early with a Swift Action.
Strong Style Prowess II:
  • With a Standard Action, the Brutal Paragon may make a single attack that beats the magic out of someone. This is a Supernatural Ability, and if the attack hits, the target is affected as though by Mage's Disjunction, except magic items are merely un-attuned, not destroyed.
  • The Brutal Paragon may make a single attack especially destructive, granting it the (Tome) Ruinous property.
  • With an Immediate Action, the Brutal Paragon may become too hardened to hurt for a brief moment as a Supernatural Ability. Until the end of the turn she interrupts, she gains the effects of Deflection, Spell Turning and Repulsion (limited to 10' radius) with a Save DC of 10 + half her hit dice + her Wisdom Bonus.
Control Prowess II:
  • The Brutal Paragon may cast Chains of Light as a Spell-Like Ability (DC 10 + half her hit dice + her Wisdom Bonus).
  • With a Swift Action, the Brutal Paragon may enhance her own grappling ability such that it affects the target as Bigby's Crushing Hand (using her Base Attack Bonus plus Wisdom Bonus plus Strength Bonus + 4 as though she were Large) for one minute. This makes her grappling ability affect Incorporeal creatures, and the damage against grappled foes is 2d6 plus her Strength Bonus. This is a Supernatural Ability.
  • With a successful Grapple check against a foe she already controls in a grapple, the Brutal Paragon may cast Smoky Confinement upon them (DC 10 + half her hit dice + her Wisdom Bonus), as a Supernatural effect.
Powerhouse Prowess I:
  • As an Attack Action, the Brutal Paragon may make a Break check against any object not being held or equipped by a creature, with the DC never exceeding 20, even to shatter even spells and [Force] effects.
  • As part of the action of performing a Bullrush, the Brutal Paragon may gain a +10 Bonus to the check, and can launch the target further than 5 feet away without moving with them. The target then suffers an additional 1d6 damage per 5' square they are moved, and if they hit an obstacle, they suffer 2d6 damage for every 5 feet of prevented movement.
  • With a Standard Action, the Brutal Paragon makes a melee attack against a creature. If it hits, the foe could be entombed (as the Entomber monster, Libris Mortis), with a Save DC of 10 + half her hit dice + her Wisdom Bonus. This is also the effective Grapple check the creature must roll against when trying to escape.
Heel Prowess I:
  • With a Standard Action, the Brutal Paragon can bash and gouge a foe's face, potentially replacing their eyes with blood. She makes a melee attack, and if it hits, the foe is permanently rendered Blind, and suffers 2d10 Bleed damage until they receive magical healing.
  • With a Standard Action, the Brutal Paragon punches a foe in the throat. She makes a melee attack, and if it hits, the target is rendered unable to speak for one minute, and must hold their breath during this time, unable to breathe. They are also rendered Fatigued.
  • With a Standard Action, the Brutal Paragon wallops someone in the liver, groin or pituatary glands. She makes a melee attack, and if it hits, the target must attempt a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus). If successful, they are Sickened for one minute. If failed, they are Nauseated for 1d4 rounds, then Sickened for one minute.
Crippling Prowess I:
  • With a Standard Action, the Brutal Paragon can destroy a limb of a grappled target, needing only to make a successful Grapple check. Select any one limb, or two limbs if she succeeds by more than 10. The limbs are rendered completely useless, requiring a Regenerate effect to restore, and the subject also suffers 1d4 Strength and Dexterity damage per ruined limb.
  • With a successful Dirty Trick maneuver, the Brutal Paragon can tear magic out of a subject: all of the spells upon them are Dispelled (aside from those that cannot be dispelled regardless of roll), and they cannot cast Spells or Spell-Like Abilities, nor manifest Psionics or use Essentia, for 1 round, plus 1 round for every 5 points by which she wins the roll. This is a Supernatural ability.
  • With a Standard Action, the Brutal Paragon attempts to rip someone's endocrine system out. She makes a single melee attack, and if it hits, it deals Vile Damage (bypassing Regeneration to deal real damage) and also deactivates all Fast Healing and Regeneration the target has for 3 rounds.
Powerhouse Prowess II:
  • The Brutal Paragon slams somebody so hard they collapse on themselves and form something akin to a black hole. She makes a Trip attempt as a Standard Action, and if it succeeds, the target is rendered Prone and Paralyzed for 2d6 rounds, during which time everything within 60 feet is subject to a Bullrush attempt made by the Brutal Paragon, at the start of each of their turns. Anything that makes contact with the target is also Prone and Paralyzed, compressed into their square and suffering 20d6 damage. At the end of this duration, anything that has survived this process collapses into the nearest adjacent squares, and anything that did not survive is effectively Disintegrated. This is a Supernatural Ability.
  • With a Standard Action, the Brutal Paragon stomps on the ground so hard as to shake the foundations of the planet. She creates an Earthquake effect, or Call Avalanche in snowy environments. The Save DC is 10 + half her hit dice + her Wisdom Bonus, and this is a Supernatural Ability.
  • With a Standard Action, the Brutal Paragon attempts to throw a target into space. She must already control them in a grapple, and merely needs to succeed on another grapple check against them and have line of effect to the sky. If successful, the target is thrown 500 miles (2,640,000 feet) into the air, at which point they will begin falling. This is considered within low orbit for Earth, for comparison. It will take a lot of time to reach the ground again, even if the target can fly, and if they can't fly, they will suffer falling damage, and also land off-course by 1d100 miles in a random direction. Regardless of flight, the first 430 miles of falling don't have breathable air and expose them to Unearthly Cold. Throwing someone into orbit is probably Supernatural.
Heel Prowess II:
  • With an Attack Action, the Brutal Paragon punches somebody in the soul. This Supernatural Ability requires succeeding with a melee Touch Attack (or a regular attack if she also wishes to deal normal damage as well), and if successful it deals 4d6 bonus Negative Energy damage and 2d4 Negative Levels that last for 24 hours.
  • With a Standard Action against a grappled opponent, the Brutal Paragon makes one grapple attempt, and if successful, she squeezes their brain stem or special chakra or something, and effectively controls them as though by Dominate Monster (DC 10 + half her hit dice + her Wisdom Bonus), save that a creature with a brain or a soul in its body can't be Immune, and she must move with the target each round she wants them to move, always in contact and unable to use her own arms. Others can break this Supernatural effect with a successful Disarm attempt.
  • With a Standard Action, the Brutal Paragon may tear someone into a bloody pile of goo. She must succeed on a Dirty Trick attempt, and if successful, she afflicts them with an Avascular Mass effect (DC 10 + half her hit dice + her Wisdom Bonus). This is a Supernatural Ability.
Crippling Prowess II:
  • With a Full Round Action, the Brutal Paragon shatters someone's limbs, riddling their body with micro-fractures. She must attempt to establish a grapple (or if already grappling them, simply needs to succeed on another grapple check), and if successful the target is subject to a Bonesplinter effect (DC 10 + half her hit dice + her Wisdom Bonus).
  • With a Standard Action, the Brutal Paragon squeezes a foe more or less into goo. If she succeeds at a Grapple check against them, they are subject to a Jelly Bones effect (DC 10 + half her hit dice + her Wisdom Bonus). This is a Supernatural ability.
  • With an Attack Action, the Brutal Paragon makes a single melee attack against a foe, and if it hits, they are subject to a Death by Thorns effect (with no additional targets, unless she uses this as part of a Full Attack and hits up to three different targets). The Save DC is 10 + half her hit dice + her Wisdom Bonus, and this is a Supernatural Ability.
At level 7, spending a Level 2 Strong Style or Heel token can grant a Blackout token, spending a Level 2 Lucha or Powerhouse token can grant an Energy Surge token, and spending a Level 2 Control or Crippling token can grant a No Escape token.

Blackout Prowess:
  • With a Standard Action, the Brutal Paragon casts Polar Midnight (DC 10 + half her hit dice + her Wisdom Bonus) as a Spell-Like Ability.
  • Upon hitting an opponet with a melee attack, the Brutal Paragon casts Umbral Strike upon them as a Swift Action (DC 10 + half her hit dice + her Wisdom Bonus). This is a Spell-Like Ability.
Energy Surge Prowess:
  • With a Full Round Action, the Brutal Paragon can cast an Empowered Hellfire Ray as a Spell-Like Ability. The Save DC is 10 + half her hit dice + her Wisdom Bonus.
  • With a Standard Action, the Brutal Paragon unleashes a Supernatural aura out to 10 feet for one minute. Every creature that enters the area or ends their turn there suffers 2d6 each of Cold damage, Electricity damage, Fire damage and Sonic damage.
No Escape Prowess:
  • With a Standard Action, the Brutal Paragon makes one melee attack, and if it hits, the target is affected by Golden Chains of Kronos as a Supernatural Ability. The DC is 10 + half her hit dice + her Wisdom Bonus.
  • With a Swift Action, the Brutal Paragon targets a creature with both Phasic Challenge and Dimensional Anchor, both effects lasting for three rounds with no saving throw. This is a Spell-Like Ability
At level 9, spending a Level 2 Lucha, Strong Style or Control token can instead grant a Lethality token, and spending a Level 2 Heel, Powerhouse or Criplling token can instead grant a Planar Rending token.

Lethality Prowess:
  • With a Full Round Action, the Brutal Paragon can cast Wail of the Banshee as a Spell-Like Ability (DC 10 + half her hit dice + her Wisdom Bonus).
  • With a Standard Action, the Brutal Paragon makes a single melee attack. If it hits, the target must make a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus) or be killed. This is not a [Death] effect, they just die from it. This even affects Undead, Constructs and objects. Anything killed by this can only be brought back by True Resurrection.
Planar Rending Prowess:
  • With a Standard Action, the Brutal Paragon can make a Grapple check against a foe, and if successful they are thrown into a Maze of Madness and Suffering, except every part of the maze is the Hellscape. This is a Supernatural Ability, and the Save DC for the Hellscape effects is 10 + half her hit dice + her Wisdom Bonus.
  • With a Standard Action, the Brutal Paragon can make a single melee attack. If it hits, the target must make a Will Save (DC 10 + half her hit dice + her Wisdom Bonus) or be ejected to the Plane of her choice, as though she had used Gate from that Plane to summon them. They are then unable to escape for one day. This is a Supernatural Ability.
Combat Resilience (Ex): the Brutal Paragon is so used to taking hard attacks and bleeding hard way that more and more attacks just don't affect her. She adds half her level (round up) to her Constitution and Natural Armour (treated as innate increases as though the racial numbers were always higher), and her Damage Reduction increases by 5.

Master of Maneuvers (Ex): at the start of each of her turns, the Brutal Paragon may select one of the following to have until the start of her next turn:
  • Improved Trip and Greater Trip (PF)
  • Improved Dirty Trick and Greater Dirty Trick (PF)
  • Improved Bull Rush and Greater Bull Rush (PF)
  • Improved Overrun and Greater Overrun (PF)
  • Improved Disarm and Greater Disarm (PF)
  • Improved Grapple and Greater Grapple (PF)
Finishing Move (Ex): as long as the second-level Brutal Paragon has currently spent her Level 1 tokens in Lucha, Strong Style and Control, she may perform a special powerful finishing move with a Standard Action. Doing so may only be performed once per hour. The choices are as follows:
  • The Brutal Paragon makes a melee attack, attempting to hit the opponet in the temple or liver. If they fail a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus), they are knocked unconscious for one minute.
  • The Brutal Paragon may attempt to crash an opponent into the ground. She makes a single Trip or Grapple attempt, and if successful, the target is rendered Prone, and is Nauseated for one round and Exhausted until they rest.
  • The Brutal Paragon can ruin someone's legs with a successful Grapple check, resolved as though afflicting them with Jelly Legs. The Save DC is 10 + half her hit dice + her Wisdom Bonus.
  • The Brutal Paragon makes a single melee attack, and if it hits, the target has not only internal injuries, but eternal ones. The damage they suffer is Vile damage, and they then suffer 2d6 Vile Bleed damage that lasts until they receive the effects of Regenerate, Restoration or Greater Restoration.
At level five, if she has currently spent her Level 1 tokens in Powerhouse, Heel and Crippling, she may instead perform a finishing move from the following list:
  • The Brutal Paragon makes a Full Attack against one target, still just with a Standard Action, ignoring any Immunities they have to "being hit with melee attacks" (other than by not being within reach), and with every successful hit beating one Immunity out of them - either Dispelling magical effects outright, or for innate abilities, suppressing them for 3 rounds.
  • The Brutal Paragon makes a single melee attack, and if it hits, the target suffers horrendous cascading injuries: they suffer 1d4 Constitution damage instantly, and then another 1d4 Con damage every single round for the rest of their life or until they receive a Greater Restoration effect, whichever happens to come first.
  • The Brutal Paragon makes a single Trip or Grapple check against a foe, and if successful she delivers a perfect unprotected sheer head drop, such as the Burning Hammer or the Tiger Driver '91. The target is rendered Prone, suffers 3d6 damage plus her Strength Bonus, and must also succeed on a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus) or be Stunned for 1d4 rounds and suffer a Feeblemind effect.
  • The Brutal Paragon may make a single melee attack, Grapple check, Trip attempt or Dirty Trick attempt against the target. If it succeeds, they must succeed on a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus) or die, as a [Death] effect.
The once-per-hour limitation applies no matter which option is used and regardless of which list the finisher is chosen from.

Aura Farming (Su): starting at level two, the Brutal Paragon radiates overwhelming Lawful and Evil auras for those detecting such things. More importantly, however, is that she gains a +5 bonus on Perform and Intimidate checks, as well as to the skill check or modified level check for any ability that is described as a taunt or provoke - and if such an ability doesn't have her make a check and instead forces the target to make a saving throw, the +5 is added to the Save DC.

No-Sell (Ex): when the second-level Brutal Paragon suffers damage from something that is not [Mindless], she may make an Intimidate check as an Immediate Action. The DC equals the damage dealt (after DR and so on), and if successful the remaining damage is reduced to half. If the roll succeeds and is also high enough to Demoralise the foe, it does that (although Immunity to [Fear] effects and so on can still apply). Once this has been used, anybody who witnessed it is immune to this effect from this specific Brutal Paragon until the sun next sets.

Supreme Athlete (Ex): starting at level three, the Brutal Paragon adds a third of her class level (round up) to both Strength and Dexterity - as though her natural ability scores were higher, and not as a bonus - and also gains a 20' Climb Speed, and can make an additional 5' step each turn.

Deathmatch Skills (Ex): the third-level Brutal Paragon can wield improvised weapons without penalty, and whenever doing so, may choose to smash the weapon against her opponent with a successful hit. This automatically deals maximum damage, and causes Bleed damage equal to her Strength Bonus, however the improvised weapon is utterly destroyed. Furthermore, every time she hits a foe, if the foe benefits from any effect that provides Immunity to [Bleed] effects, Critical Hits, Ability Damage, Ability Drain or [Death] effects, she selects one of those effects and it is instantly Dispelled. If it is provided by a magic item, the magic item becomes un-Attuned.

Flashy Entrance (Sp): at level five, the Brutal Paragon's Greater Teleport ability is improved a bit: upon arriving, all foes within 30' must succeed on a Will Save (DC 10 + half her hit dice + her Wisdom Bonus) or become Shaken for two minutes.

Signature Moves (Ex): the sixth-level Brutal Paragon has a number of special moves that are her favourites, the ones she falls back on easily. She may select any of the three to gain a benefit:
  • Charging: she need not charge the nearest creature, and can make up to two turns during the charge.
  • Path of War Maneuvers: she gains Discipline Focus (Path of War)
  • Trip Maneuver: she gains Knock-Down (Deities and Demigods)
  • Dirty Trick Maneuver: she gains Dirty Trick Master (PF; even if Frightened or Nauseated or whatever they can still use a Standard Action to remove it)
  • Bull Rush Maneuver: she may attempt a Bull Rush with every successful hit from her Scorching Ray
  • Overrun Maneuver: she gains Heavy Armor Proficiency, and the PF feats of Bulette Charge Style, Bulette Leap, and Bulette Rampage
  • Disarm Maneuver: she may attempt a Disarm check against any creature hit by her Scorching Ray
  • Grapple Maneuver: she gains the PF feats of Grabbing Style, Grabbing Drag and Grabbing Master
  • Improvised Weapons: she gains the PF feats of Shikigami Style, Shikigami Mimicry and Shikigami Manipulation
Hell In A Cell (Sp): starting at level six, the Brutal Paragon can cast Forcecage once per day, however she has to include herself within the Area. She isn't locking enemies away from her, she's trapping them with her.

Faction Leader (Ex): at level seven, the Brutal Paragon becomes a faction leader. She needs to come up with a name for this faction. She gains Followers and a Leadership Score as though she had the Leadership feat, but no Cohort. Additionally, her Summon ability works 100% of the time. Finally, Once per round when she, a creature she summons, or an ally in her faction (including fellow party members who agree to join) makes an Attack of Opportunity, all others in this group can make an Attack of Opportunity against the same target, providing they can reach.

King's Road (Ex): upon reaching level nine, the Brutal Paragon embarks upon the long-term storytelling that is King's Road. When fighting a foe that has previously defeated her, or against a foe against whom she used her Finisher but it did not defeat them, she gains the effects of Winds of Vengeance and Frightful Aspect (DC 10 + half her hit dice + her Wisdom Bonus), although that specific target is unaffected by the [Fear] part - only other enemies. If the foe has defeated her on at least three occasions, then if she uses her Finisher on them and it does not defeat them, she may instantly expend all her remaining tokens to perform her Finisher a second time on them, in the same turn. At level eleven, she may use this to go from Finisher to Super Finisher.

Chain Wrestling (Ex): the ninth-level Brutal Paragon can use flexible weapons, even two-handed ones, in a Grapple at no penalty, because that's a pun on chain wrestling. She also applies the highest Enhancement Bonus on any such attuned weapon as a Bonus to her Grapple checks, to other Combat Maneoeuvres performed in a Grapple, and to grappling damage. But also, whenever she successfully escapes or avoids a Grapple by winning an opposed Grapple check, she may choose to maintain the Grapple, but become the one in control. Likewise, any time anybody escapes a Grapple she has already started, other than by becoming impossible to Grapple, she may spend any one of her tokens (without upgrading) as an Immediate Action in order to negate the escape - the target remains in her grasp and must try to escape again later.

Pillar of Baator: at level ten, the Brutal Paragon gains a special Spell-Like Ability that can be used three times per day, however it is just unique enough that she is very easily identifiable as one of the pillars of Baator, the great heroes (tyrants) who maintain the supremacy of the Nine Hells and act as rather literal gatekeepers. Select any one Spell you like, providing it is not higher than level 9, and if it is less than level 9 you can apply Meta-Magic feats to it to increase it's effective level to a maximum of 9. It also can't cost XP or expensive components. It can also be the Mythic version of the spell, if one exists. After this, make some minor tweaks for flair, such as changing a type of energy damage to another equally common one, or exchanging one affliction, bonus or penalty for another of roughly equal value and intensity, or applying a minor effect from a feat that you don't even have that would apply were it an actual Spell (like Cloudy Conjuration or Augment Summoning). That is the Spell-Like Ability she has, however any time she casts it, people get a +10 Circumstance Bonus on checks made to identify her as the caster, or to identify her based on her having cast it. If it has a Save DC, that DC is 10 + half her hit dice + her Wisdom Bonus.

Additionally, when in the Nine Hells, she gains certain perks simply due to her fame and accomplishments: she always gets good rooms and meals at inns, gets discounts on the kinds of things very high level characters don't care about the price of anyway, the various denizens of hell that aren't specifically enemy groups automatically start as Neutral at worst, and usually Friendly (albeit not particularly helpful), and she can easily seek the audience of the Lords of the Layers. She can also move from one Layer of Hell to another with just a Full Round Action, bringing along any allies she likes that are within ten feet. This last part is a Spell-Like Ability, as is her unique Spell-Like Ability, but the rest is Extraordinary.

Super Finisher (Su): once per day, the level eleven Brutal Paragon can unleash her ultimate attack. This can only be used against a foe against which she has already used a Finisher, and she must have currently expended all of her tokens. The options are as follows:
  • With a successful Trip or Grapple check against her target as a Standard Action, the Brutal Paragon might destroy the target utterly: they must attempt a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus), one that even Constructs and Undead need make, and if it fails, they are obliterated - body, mind and soul, nothing remains. Even True Resurrection won't bring them back without a Wish or Miracle first, and even then, requiring a successful Caster Level check with a DC of 15 + her hit dice. Also, Maruts will consider the death to be proper and correct, and the resurrection to be a grave breach of planar order.
  • With a Standard Action, the Brutal Paragon casts Eternity of Torture on a creature she is grappling (DC 10 + half her hit dice + her Wisdom Bonus).
  • With a successful Trip or Grapple check against her target as a Standard Action, the Brutal Paragon slams her opponent so hard they might die and become an undead servant. They must attempt a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus), with failure resulting in their death (as a [Death] effect) and transformation into some kind of Undead with a maximum CR of her class level plus seven, permanently under her control.
  • With a successful Dirty Trick, the Brutal Paragon forces the target to attmept a Fortitude Save (DC 10 + half her hit dice + her Wisdom Bonus). Even objects, Undead and Constructs are susceptible to this. Failure twists their body around as though through her choice of Baleful Polymorph or Polymorph Any Object, and part of this change also makes them forever loyal to her. Should this new loyalty and servitude be undone by magic, so is the physical change.
  • With a Full Round Action, the Brutal Paragon summons one Pit Fiend, two Cornugons and two Gelugons for two minutes, as loyal allies.

Feat: Master of Prowess
Sometimes an Executioner Devil still likes to hold onto the more mortal fighting styles.
Requirements: Brutal Paragon, already have access to Path of War maneuvers
Benefit: you gain a number of additional options for your lower level tokens to be spent on.
Lucha I: select a single Mithral Current Maneuver or Stance of up to level 5
Lucha II: select a single Mithral Current Maneuver or Stance of up to level 7
Strong Style I: select a single Primal Fury Maneuver or Stance of up to level 5
Strong Style II: select a single Primal Fury Maneuver or Stance of up to level 7
Control I: select a single Broken Blade Maneuver or Stance of up to level 5
Control II: select a single Broken Blade Maneuver or Stance of up to level 7
Powerhouse I: select a single Piercing Thunder Maneuver or Stance of up to level 5
Powerhouse II: select a single Piercing Thunder Maneuver or Stance of up to level 7
Heel I: select a single Black Seraph Maneuver or Stance of up to level 5
Heel II: select a single Black Seraph Maneuver or Stance of up to level 7
Crippling I: select a single Cursed Razor Maneuver or Stance of up to level 5
Crippling II: select a single Cursed Razor Maneuver or Stance of up to level 7
These selections must be made when you have access to the tokens in question and also have this feat. In the case of a Stance, it only applies for three rounds or until you enter another Stance. A maximum of one Stance per discipline can be gained in this way, and a maximum of three Stances total.
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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Warforged Titan
Eberron Campaign Setting, page 302. CR 8, level 9.
It's Huge. It's a Construct. It doesn't have thumbs. It barely has sentience. Don't worry, we're fixing some of these.


Giant Mech
I LOVE GIANT ROBOTS!
YOU LOVE GIANT ROBOTS!
WE LOVE GIANT ROBOTS!
CHICKS DIG GIANT ROBOTS!

This actually assumes down time between levels, where somebody else does work upgrading the mech. In games where that isn't the case, probably don't allow this class I guess. Or just have it sprout new features and don't ask any questions. I mean, if a mech suddenly gets extra guns and stuff, I'm not asking any questions.

Oh also thanks go to Kaelik because I based the energy investment mechanic on his Psychic class.

Hit Die: d12
Skill Points: 2 + Int
Class Skills: Appraise, Concentration, Intimidate, Listen, Search, Sense Motive, Spot
LevelBABFortRefWillSpecialMaximum Energy Investment
1+1+2+0+2Intelligence Core, Energy Modules, Robo-Arm3
2+2+3+0+3Ablative Armour, Cannon Mounts5
3+3+3+1+3Advanced Weaponry8
4+4+4+1+4Rampage, Self-Repair Routine10
5+5+4+1+4-13
6+6+5+2+5Self Destruct System15
7+7+5+2+5Robo-Grabber Arm18
8+8+6+2+6-20
9+9+6+3+6Missile Array23
10+10+7+3+7-25
11+11+7+3+7Overcharged Reactor28

Intelligence Core (Su): thanks to the insertion of a magic item that utilises Awaken Construct, Fox' Cunning and possibly other spells, the Giant Mech becomes basically sentient. It has Intelligence and Charisma scores of 10. It is now subject to [Mind-Affecting] effects, whether it wants to be or not, and at the start of every turn it removes all Ability Damage or Drain to its Intelligence, Wisdom and Charisma, as long as neither is reduced to zero. Additionally, any time it spends a full round Dazed, Confused or Stunned, the core resets, removing the effect - and all other [Mind-Affecting] effects, even positive ones.

Energy Modules (Su): the Giant Mech's energy supply is magical and powerful, but not infinite. It has different energy modules, and can commit energy to them to gain different effects. The categories are "Sensory" (built using Divination magic), "Communication" (built using Illusion and Enchantment magic), "Field Generation" (built using Evocation and Abjuration magic), "Beam Weaponry" (built using Evocation magic) and "Propulsion" (built using Transmutation and Conjuration magic). The maximum amount that can be invested across these starts at 3, and increases by 2 at every even level and 3 at every odd level. To replenish this pool, it must spend a full four hours recalibrating, in "standby" mode. This is similar to sleeping for less mechanical creatures, except it can still walk around (as the normal Move Action, but not other abilities that use Move Actions), think (with the normal Intelligence Core) and be aware of its surroundings (in the normal way without benefiting from Sensory modules). This clears out any allocated points and resets its available energy to the maximum based on its level.

If the Giant Mech has already invested energy points into a module, it can use any ability granted by that module up to the level that is invested. If it has not invested any energy into a module, it can use any ability that it could have access to (based on remaininhg energy and class level), and invest the necessary amount as part of that action. Once allocated, energy remains invested in the module until recalibrated. More energy can be allocated later, but the amount cannot be lowered and reallocated without recalibrating. The maximum energy that can be allocated to any module equals the Giant Mech's class level.

Any Save DC is 15 + half its Class Level + its Wisdom Bonus.

Sensory Module:
1 - Blindsense of 50' and Blindsight of 20' and Constant See Invisibility
2 - Constant Detect Magic
3 - Constant Deathwatch and every Detect Alignment spell
4 - Constant Arcane Sight
5 - Constant True Seeing
6 - Tremorsense 120' and Blindsense 60' and Blindsight 30'
7 - See In Darkness (Su), Constant Greater Arcane Sight
8 - Tremorsense 180' and Blindsense 90' and Blindsight 45'
9 - Constant Detect Thoughts, Greater Prying Eyes 1/day
10 - Tremorsense 250' and Blindsense 120' and Blindsight 60', Moment of Prescience 1/day

Communication Module:
1 - Constant Tongues and Comprehend Languages and Sound Imitation (as Blue Dragon)
2 - Telepathy 60'
3 - Silent Image at will
4 - Mind Probe at will
5 - Telepathy 120', Sending 1/hour
6 - Major Image 1/hour
7 - Mirage Arcana at will
8 - Telepathy 250', Sympathy 1/day
9 - Brilliant Inspiration 1/hour
10 - Microcosm 1/day, Project Image

Field Generation Module:
1 - Constant Shield and Nightshield effect
2 - Wings of Cover 1/minute
3 - Constant Planar Refuge and Life Bubble
4 - Constant Magetic Field
5 - Resilient Sphere 1/10 minutes
6 - Constant Screen and Globe of Invulnerability
7 - Telekinetic Sphere 1/hour, Antipathy (self-only) at will
8 - Constant Repulsion and Undeath Ward
9 - Constant Spell Turning that recharges spell levels to be reflected (maximum 10) one per minute
10 - Prismatic Sphere 1/day, everything within 30' is subject to Overwhelming Presence

Beam Weaponry Module:
1 - At will, Standard Action: either 100' Ray (Ranged Touch Attack) or 100' long 5' wide Line, d6 Fire or Electricity damage per hit die (in the latter case, Reflex half)
2 - Can also deal Sonic damage with free Bullrush attempt on hit, if not Sonic deals +1 damage per die rolled
3 - The Ray variety can split off like Chain Lightning, the Line variety can curve around like Fire Snake
4 - Can also deal damage as a [Force] effect (no modifier)
5 - Can also be unleashed as Searing Light or Prismatic Spray
6 - Can also be unleashed as Disintegration or Hellfire Ray
7 - Increase damage to 2d6/level (not Searing Light or Hellfire Ray, does affect the elemental damage colours of Prismatic Spray)
8 - The range/area is doubled
9 - Any target hit by the Fire, Electricity, Prismatic or Searing Light variety is subject to Mydriatic Spontaneity
10 - Maximise the damage (all varieties) instead of fiddling around with all those dice

Propulsion Module:
1 - Constant Levitation (self) and +20' Competence Bonus to base Speed
2 - Constant Freedom of Movement and Ant Haul
3 - 50' Fly Speed (Clumsy), 60' Swim Speed
4 - 1/minute make a Move Action as an Immediate Action, +30' Competence Bonus to base Speed
5 - 60' Fly Speed (Poor), 60' Burrow Speed (can choose to leave tunnels)
6 - Shadow Walk 1/day, 30' Dimension Door at will
7 - Teleport Without Error to places already visited, at will, +40' Competence Bonus to base Speed
8 - Constant Walk Through Space, can move up to 30' when making a 5' step (the 1/turn free action)
9 - 120' Fly Speed (Average), Interplanetary Teleport 1/day
10 - Astral Projection or Etherealness 1/day, Gate (travel version) and World Wave at will

Robo-Arm (Ex): one of the Giant Mech's weapons is removed, and replaced with an actual giant hand. This grants it a Slam (2d8 damage for a Huge creature), and allows it to use the hand for normal things like holding other weapons or wands, patting itself on the back, or flipping people off.

Ablative Armour (Ex): starting at level two, the Giant Mech is allowed special layers of armour designed to burst away under impact and save the overall titan. This grants it a +4 Circumstance Bonus to Armour Class, and 5 Temporary Hit Points per class level. Restoring these requires a Repair Damage spell, or actual engineering work, and if the Temporary Hit Points are ever completely depleted, the Circumstance Bonus goes away. Additionally, providing it still has any of this armour remaining, it is protected against [Death] effects, Implosion and Disintegration (as well as similar effects). The attack is completely nullified, and all Temporary Hit Points are instantly depleted, removing the Bonus.

Cannon Mounts (Ex): at level two, two big cannons are attached to special mounts on the Giant Mech. With a Full Round Action, it may load and fire both of these, using an internal magical mechanism to do so rather than using its hand. It cannot fire them as regular attacks in addition to its other weapons. At a given time, it can only hold 10 rounds, thus enabling 5 turns worth of shooting - and the ammunition must be crafted or purchased, though when it reaches level two, it is fully loaded. The cannons are Light Bombards (It's Wet Outside)

Advanced Weaponry (Ex): all the non-energy weaponry of the third-level Giant Mech is carefully enhanced, with a +1 Enhancement Bonus per 3 hit dice (round up). Additionally, Its Slam gains the Constrict ability, dealing automatic Slam damage, and it's other melee weapon is improved as well, depending on which one was retained: if it kept the axe, this becomes more of a buzz-saw, becoming Keen and inflicting 2d6 Bleed damage with every hit. If it kept the maul, it is more of a steam-powered piledriver or wrecking ball, gaining the Thundering Burst quality. It may also select a single Alchemist Discovery that changes how Bombs function (other than Fast Bombs), meeting the prerequisites of "able to throw bombs" and "Alchemist level 10". That discovery may then apply to its Bombard shots as it pleases.

Rampage (Su): whenever the fourth-level Giant Mech takes damage past its ablative armour, it may go on a rampage. This lasts until it has not taken damage for 3 rounds, and during this time its Trample attack always deals maximum damage. Its Speed also increases by 20 feet, and all of its weapons are treated as having the Ruinous property (including its Trample). Additionally, it adds the Enhancement Bonus of its Slam attack to all Break attempts, and by stomping the ground with a Full Round Action, it can make a Break attempt and apply it to every structure and object within 5' per hit die, and also make a Trip attempt and apply it to every creature within the same area.

Self-Repair Routine (Su): thanks to special magical augments that utilise Repair Damage and Fabrication magic, the fourth-level Giant Mech has Fast Healing 3 (this doesn't restore its Ablative Armour). Additionally, three times per day it may use a Standard Action to regain 4d8 lost Hit Points, plus its hit dice total.

Self-Destruct System (Su): at level six, the Giant Mech's magical furnace is particularly dangerous - this is what happens when the power core involves small portals to elemental planes constantly feeding fire and water into it. Should it be reduced to zero hit points or lower, it instantly explodes, and at any point before this it may choose to explode with a Full Round Action. Exploding is instantly lethal to the Giant Mech, reducing it to fragments that would take a Wish or Miracle to assemble back into something that a construct-raising spell could work on. But also, the detonation causes an Earthquake out to a radius of 100 feet per hit die, and within a 100 foot radius area, all things take 1d10 Fire damage per hit die, with a Reflex Save for half (DC 10 + half its hit dice + the highest amount of Energy it had invested in a module at the time). This leaves a crater in the ground where it once was, and fills the area with a cloud of thick black smoke for 1d6 minutes.

Robo-Grabber Arm (Ex): at level seven, a new limb is added to the back of the Giant Mech - a grabber arm kind of like a claw machine from an arcade, except it actually picks things up, so actually completely unlike a claw machine from an arcade. This has double the reach of the regular arm, and can lift, carry and grapple as though it were one Size Category higher and ten points higher in Strength. It still gains the Constrict attack, which also deals damage like the Slam attack except larger and stronger.

Missile Array (Ex): various missile racks are added to the ninth-level Giant Mech, allowing it to once per day produce an effect identical to Meteor Swarm with a Save DC of 10 + half its hit dice + its Wisdom Bonus.

Overcharged Reactor (Su): at level eleven, someone had a great idea about how to make the Giant Mech even more powerful, by basically housing a sphere of annihilation inside it and subjecting it to constant force effects. Look the scientists told me nothing could go wrong, so why should I doubt them. Anyway, when something does go wrong and it explodes, the damage is Maximised and extends out to 500 feet, the earthquake expands out to one mile per hit die, and anything within 100 feet must also make a Fortitude Save or be Disintegrated (same DC as the Reflex Save). Also everything within 500 feet is instantly subject to Severe Radiation (gradually reducing at further distances), and the actual area is subject to Medium Radiation for one day, then Low for one day, then nothing.

When it isn't exploding, this does have a benefit too: for one hour per day, it is Hasted, broken up into 10-minute segments as it pleases, and also it has Resistance 20 against Negative Energy damage.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Okay, so we're going to have some True Dragons. Originally I didn't want to do this because "Yeah you keep advancing in age categories as a dragon, that's how they advance. Except it's in sudden chunks, based on age and not adventuring. So even the obvious thing doesn't actually work."

But then I decided for that very reason it could do to have a handful of these for interesting cases where it's not "You gain more hit dice and grow bigger and breathe harder and basically turn into older age categories of dragon". So that's what we're doing.

-

Juvenile Silver Dragon
MM/SRD. CR "10", level 12 in a Tome-level game, probably level 14 or so otherwise.
We all know the problems with dragons, this is a Large creature with 16 excellent hit dice and great ability scores. And age-based advancement.
At least they can take on humanoid form.


Silverhair
Here is something special and different for a Silver Dragon to do, that isn't just "grow bigger and scarier". It's not that they ever cease being a Large Dragon with big ability scores and a breath weapon, it's just that they don't get bigger, and instead, they have more spellcasting ability (albeit not as much as simply "being a normal race with equal levels in a casting class") and some additional abilities to use when in humanoid form. Yes, a bunch of this is just taken from the White-Haired Witch (PF).

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Gather Information, Intimidate, Jump, Knowledge (any), Listen, Search, Sense Motive, Spellcraft, Spot, Use Magic Device, Use Rope
LevelBABFortRefWillSpecial
1+1+2+0+2Spellcasting, Ageless Grace, Silver Hair
2+2+3+0+3Combat Techniques, Wreath of Purity
3+3+3+1+3Icy Touch, Silver Ward, Level Seven Magic
4+4+4+1+4Silver Hair 25 feet, Tangling Mass
5+5+4+1+4Astral Thread, Level Eight Magic
6+6+5+2+5Frightful Fibers
7+7+5+2+5All Dimensional Hair, Level Nine Magic
8+8+6+2+6Silver Hair 30 feet, Greater Tangling Mass

Spellcasting: at every level, the Silverhair's Sorcerer casting increases by 1 level. She automatically attunes the Air, Good, Sun and Law domains, and can also choose spells from the Cleric list as part of her normal spells known, but doesn't simply gain the entire class list. Furthermore, the Silverhair may select two Spells that are on either the Sorcerer or Cleric list with a maximum level of 6. By using a level 2 Spell slot and expending a use of her Breath Weapon (placing it on "cooldown"), she may instead cast either of those spells, or a Spell of up to level 6 on the Air, Good, Law or Sun domains. At level 3, she may also add one Spell of level 7 or lower, as well as the level 7 Domain Spells, which can be cast with a level 3 Spell slot and a use of her Breath Weapon. At level 5, she may add one Spell of level 8 or lower, as well as the level 8 Domain Spells, which can be cast with a level 4 Spell slot and a use of her Breath Weapon. Finally, at level 7, she may add one Spell of level 9 or lower, as well as the level 9 Domain Spells, which can be cast with a level 5 Spell slot and the use of her Breath Weapon.

Finally, when using her Breath Weapon as a breath weapon, she may expend a Spell Slot of any level to add additional dice of damage equal to the Spell Level - this doesn't stack with the above ability because that one expends the breath weapon without unleashing it. As such it can only add up to 5 extra dice of damage.

Ageless Grace: the Silverhair does not sit and wallow in wealth, gradually becoming more powerful over time by doing nothing. She effectively ceases aging, and must gain class levels by adventuring.

Silver Hair (Su): when in Humanoid form, the Silverhair can grow her hair out at will and animate it as a stream of silver threads. This is treated as a natural weapon with 20' reach, that deals 1d4 damage (for a Medium creature) plus her Charisma Bonus, as a Good and Silver weapon, and has the Improved Grab ability. When grappling using her hair, she adds her Charisma Bonus to the check. At levels four and eight, the reach increases by 5 feet.

Combat Techniques (Ex): at level 2, the Silverhair has greater control over her magically-grown hair. Instead of grabbing and establishing a grapple, she may treat it as a Tripping weapon, making a free Trip attempt (adding her Charisma Bonus to the check) on a successful hit, and if this succeeds she may make a Drag maneuver against them as a Free Action (also adding her Charisma Bonus to the check). When using it to grapple a foe, it has the Constrict ability, dealing damage as normal and strangling the target such that they cannot speak, cast spells with Verbal components, or use Breath Weapons, nor can they breathe.

Wreath of Purity (Su): starting at level 2, the Silverhair may use a Full Round Action in humanoid form to wrap an adjacent creature in her hair and cleanse them of all contaminants. This functions as both Remove Disease and Neutralize Poison.

Icy Touch (Su): the third-level Silverhair's silver hair is a Magical Weapon, with an Enhancement Bonus of +1 per three hit dice, and this also applies to Combat Maneuver checks made with it. It is also deals +1d6 Cold damage with a successful hit or a Constrict. Once per round when constricting a foe, she may afflict them with an Icy Prison effect as a Free Action, with a Save DC of 15 + half her class level + her Charisma Bonus.

Silver Ward (Su): starting at level three, the Silverhair can wrap herself in her hair with a Full Round Action when in humanoid form. She cannot use it as a weapon at the same time, but it only takes a Swift Action to unravel into weapon form. In this state, it provides an Armour Bonus of +4, with an Enhancement Bonus of +1 per 4 hit dice (round up). Additionally, she may use it to intercept incoming Fire damage - reducing the damage by up to 20 points (though not to a negative) but in the process causing it to burn away, such that she needs to grow it out again next turn and it doesn't protect her in the meantime.

Tangling Mass (Su): when the fourth level Silverhair is in humanoid form and not wearing her hair as armour, she can use a Full Round Action to make it menace around her, as an Evard's Black Tentacles effect cast by a Sorcerer (caster level equals her hit dice) that is centred on wherever she happens to be at any time. Creatures damaged by the tentacles suffer an extra 1d6 Cold damage. Obviously they are silver and not black.

Astral Thread (Sp): three times per day, the fifth-level Silverhair can cast Astral Projection when in humanoid form.

Frightful Fibers (Sp): upon reaching level six, the Silverhair can cast Frightful Aspect upon herself at will, using her hit dice total in place of her Caster Level. She must be in humanoid form, and not using her hair as armour or tentacles. She doesn't herself become larger, it is mostly a huge monster formed of woven hair, like a really shiny, reflective Bayonetta final attack.

All Dimensional Hair (Su): when the seventh-level Silverhair uses her hair as a weapon, it cuts like the Silver Sword of Gith. Any target hit by it must succeed on a Fortitude Save (DC 10 + half her hit dice + her Charisma Bonus) or be rendered unable to use Psionics (including Spell-Like Abilities listed as Psionics). Additionally, it may be used to Sunder the silvery cord of an astral traveller (it has Hardness 10, 20 hit points and the AC of the creature). If the cord is merely damaged, they must succeed on a Fortitude Save (DC 10 + half her hit dice + her Charisma Bonus) or be forced to return to their physical body. If it is severed completely, they are slain with no saving throw.

Greater Tangling Mass (Su): at level eight, the Silverhair's Tangling Mass improves. It now functions as Greater Black Tentacles and the added Cold damage becomes 2d6. The colour is still silver.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Juvenile Blue Dragon
MM/SRD. CR "8", level 10 in a Tome-level game, probably 11-12 otherwise.
It's a Large dragon with 15 great hit dice and great ability scores, obviously there are problems.
Also we're dealing with the Dragon Age problem.


Desert Ghost
We're actually leaning into the illusionist aspect for this, because that's more interesting than just continuing the "big chomp" thing, especially because it's a big monster with multiple sharp bits.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Disguise, Forgery, Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Search, Sense Motive, Survival, Swim, Tumble, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Illusion Specialist, Breath Weapon, Eternal
2+1+0+3+3Sand Veil, Whispering Wind at will
3+2+1+3+3Haboob at will
4+3+1+4+4Phantasmal Lightning
5+3+1+4+4Sand Shroud
6+4+2+5+5Hallucinatory Terrain at will
7+5+2+5+5Flashing Lights
8+6+2+6+6Veil at will, Imagine Dragons
9+6+3+6+6Mirage Arcana at will
10+7+3+7+7Dust in the Wind

Illusion Specialist: the Desert Ghost immediately increases his casting ability to level 7, and this increases by 1 per level thereafter. However, he is only able to learn and cast spells from the schools of Abjuration, Divination, Enchantment and Illusion, and must know at least one Illusion spell per spell level. Furthermore, all of his "normal" level-based spell slots can only be used to cast Illusion spells - he can only use Bonus spell slots to cast the others. He still adds the Evil, Law and Air Domains to his Spells Known, and can still cast them.

Breath Weapon (Su): the Desert Ghost's breath weapon increases by one more die per class level.

Eternal: the Desert Ghost does not sit and wallow in wealth, gradually becoming more powerful over time by doing nothing. He effectively ceases aging, and must gain class levels by adventuring.

Sand Veil (Su): starting at level two, the Desert Ghost takes no damage or impediment from sand storms and dust storms - even magical ones - and can see right through them. However others have a harder time seeing him: he is Invisible and can double the duration of all Illusion spells and Spell-Like Abilities he casts.

Spell-Like Abilities (Sp): the Desert Ghost gains access to a few Spell-Like Abilites that can be cast at will, with a Save DC of 10 + half his hit dice + his Charisma Bonus.

Phantasmal Lightning (Su): any time the fourth-level Desert Ghost deals Electricity damage (after resistances) to another creature, whether through Spell, Spell-Like Ability, Breath Weapon or stabbing them with a Shocking Sword, the target must attempt a Will Save to disbelieve an Illusion [Shadow] effect (DC 10 + half his hit dice + his Charisma Bonus). If they fail this, they must then attempt a Fortitude Save (same DC), with failure resulting in them dying from the fake lightning.

Sand Shroud (Su): upon reaching level five, the Desert Ghost also becomes [Incorporeal] when in a sand storm or dust storm, and makes all of his attacks as Incorporeal Touch Attacks.

Flashing Lights (Su): starting at level seven, the Desert Ghost gains a second type of Breath Weapon: an 80' Line of flashing light, like Shadow Lightning, that can cause serious effects in others. This functions as the spell Mydriatic Spontaneity on all in the area, except as an Illusion [Shadow, Darkness, Light] effect. The Save DC is normal for his breath weapon and it shares a cooldown with his normal one.

Imagine Dragons (Su): whenever the eighth-level Desert Ghost is in a sand storm or dust storm, he can choose to be so ghostly as to be an actual phantasm, a pure illusion. In this state, he is completely immune to attacks and effects of almost any kind: any time any variant of Dispel Magic (or anything that dispels spells without referencing that spell specifically, or anything that specifically dispels Illusions) is cast upon him, he suffers damage equal to the Caster Level with no saving throw or dispel check. Any time he is in an Anti-Magic Field, he suffers 100 points of damage and is shunted to outside the area. Any time he attacks a creature via natural weapons, spells, spell-like ability or breath weapon, they are allowed a Will Save to Disbelieve (DC 10 + half his hit dice + his Charisma Bonus). Success deals 1d12 damage to him and negates his attack completely, but failure causes them to suffer maximum damage, although they are still entitled to any other saving throws the effect normally has (apart from a Will Save to disbelieve, which they already failed). In this state he is literally an Illusion [Phantasm], and may "kill" (destroy and dispel) any other Phantasm with a simple touch attack.

Dust in the Wind (Su): the tenth-level Desert Ghost gains a third type of Breath Weapon: a 40' cone of ghostly sand that exposes those caught in it to a Desert Binding effect. The Save DC is normal for his breath weapon and it shares a cooldown with the others.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Juvenile Hex Dragon
Dragon Magazine #343, page 38. "CR 8", level 10 or so.
These ones are actually a bit easier to fit in the world due to Alternate Form and Graceful Flight, but there's still a lot of the normal dragon stuff going on.


Accursed Wyrm
Hex Dragons have some cool powers where anyone who attacks them suffers from bad things. And they have a lot of spells available despite the relatively low Caster Level (I mean it's high for a Dragon, but lower than character level). There's stuff to work with here. So the Accursed Wyrm exists. They're not supposed to fight in close combat, but when they do, it's more a case of baiting foes into sealing their own fates. They curse their opponents to die, and then do other things to make the curse come true.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Decipher Script, Forgery, Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Swim, Tumble, Use Magic Device
LevelBABFortRefWillSpecial
1+0+2+0+2Spellcasting, Retributive Curse (Blindness), Eternal
2+1+3+0+3Accursed Breath, Vengeful Spells +1
3+1+3+1+3Breath Weapon (1d10), It Gets Worse (2nd Level Spells)
4+2+4+1+4Retributive Curse (Insanity), Summon Swarm 3/day
5+2+4+1+4It Gets Worse (3rd Level Spells)
6+3+5+2+5Breath Weapon (2d6), Vengeful Spells +2
7+3+5+2+5Retributive Curse (Oblivion), It Gets Worse (4th Level Spells)
8+4+6+2+6Inspired Curses, Insect Plague 2/day
9+4+6+3+6Breath Weapon (2d8), It Gets Worse (5th Level Spells)
10+5+7+3+7Retributive Curse (Enslavement), Creeping Doom 1/day

Spellcasting: at every level, the Accursed Wyrm's spellcasting ability improves by one level. Here is how his Spells Known works: he automatically has the Knowledge Domain, and all core, Player's Handbook Enchantment and Necromancy spells on the Sorcerer/Wizard list. However, these are effectively bonus spells known: he still has all of the "Spells Known" of a Sorcerer, which can be used to learn other Enchantment and Necromancy spells on the Sorcerer/Wizard list. With the exception of the Knowledge Domain, he doesn't learn or cast spells that aren't Enchantment or Necromancy, or spells that aren't on the Sorcerer/Wizard list.

Retributive Curse (Su): as the Accursed Wyrm gains levels, he gains access to new forms of Retributive Curse. At level one, he gains the Blindness ability. At level four, he gains the Insanity option. At level seven he gains the Oblivion option. These are all as standard for Hex Dragons of different age categories. At level ten, he gains a new option: Enslavement. Against creatures that attacked him without killing him, this functions as Dominate Monster. When released as a burst if slain, this functions as Familial Geas, with the instruction of "both avenge and resurrect the Accursed Wyrm (or get it resurrected by another who can do so)".

Eternal: the Accursed Wyrm does not sit and wallow in wealth, gradually becoming more powerful over time by doing nothing. He effectively ceases aging, and must gain class levels by adventuring.

Accursed Breath (Su): starting at level two, when the Accursed Wyrm uses his breath weapon, he may add one of his spells to it, expending the spell slot as normal but not adding the Casting Time. He may only choose spells with a Level of 1, 2 or 3, and it must be one with an Area of Effect, or that allows the selection of multiple targets within a range.

Vengeful Spells: starting at level two, the Accursed Wyrm can cast spells that by all rights should be too high a level to cast. Against a target against whom he could use his Retributive Curse, he can cast a spell one level higher than normal for the spell slot expended - such as casting a level four spell from a level three spell slot. Because he knows the entire Knowledge Domain and all core Sorcerer/Wizard spells of Enchantment and Necromancy, this means he can cast spells one level beyond his normal ability. At level six, this increases the spell level by 2, such that a level three slot would allow the casting of a level five spell.

This higher-level spell must be cast against one or more targets against whom his Retributive Curse could be cast, and nobody else. Also, this only works when expending actual spell slots, so for instance in a Pathfinder game, Cantrips could not be used to cast level 1 & 2 spells.

Breath Weapon (Su): as the Accursed Wyrm gains levels, the amount of Constitution Damage dealt by his breath weapon increases according to the table above.

It Gets Worse: at level three, the Accursed Wyrm gains the ability to use a Move-Equivalent Action to cast spells against targets suffering from its curses (whether Retributive Curse or by literally casting Bestow Curse or similar). It can cast spells of up to level 2 in this way, providing cursed targets are the only targets. At level five, the maximum spell level is 3. At level seven, the maximum spell level is 4. At level nine, the maximum spell level is 5.

Spell-Like Abilities (Sp): over time, the Accursed Wyrm gets a few extra Spell-Like Abilities, that are not Enchantment or Necromancy spells but are obviously the sort of blights that curse masters would unleash. And it's fine, they're not Spells, they're Spell-Like Abilities.

Inspired Curses: at level eight, the Accursed Wyrm may select the school of either Illusion or Transmutation. He can now learn and cast spells from the chosen school, but only the ones directly cast at other people. He automatically adds all of the core PHB spells of the chosen school, from the Sorcerer/Wizard list, to his Spells Known.
Last edited by Koumei on Thu May 14, 2026 1:36 pm, edited 1 time in total.
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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Juvenile Cobalt Dragon
Dragon Magazine #356, page 25. "CR 9", level 11 in a Tome game.
Do I need to reiterate the bit where dragons have loads of good hit dice, and good stats?


Insidious Influence
Cobalt has a lot of interesting properties. It's magnetic. It is in some really blue compounds. And a lot of the places where it was mined, you'd also get arsenic - one of the more likely origins of the word is from "kobold" as in "goblin ore", because you mine the stuff and then goblins kill you. Except kobolds are different from goblins in D&D. But Cobalt Dragons are indeed described as utilising kobolds a lot.

Oh also, Cobalt-60 is radioactive in a shitty "blight the landscape, salt the earth" kind of way. You can specifically get it to be a gamma emitter for certain things, but there's the general idea of a "cobalt bomb" that leaves a place uninhabitable for a long time. So let's add that. You might have to imagine this dragon, it's so Radioactive.

DO NOT TAKE HUGE NUMBERS OF MINIONS ADVENTURING WITH YOU. THEY ALL DIE AND THEIR PRESENCE SLOWS THE GAME DOWN AND PISSES EVERYONE OFF.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Bluff, Concentration, Craft, Disable Device, Forgery, Gather Information, Hide, Intimidate, Knowledge, Listen, Search, Sense Motive, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Breath Weapon Advancement, Kobold Minions, Spellcasting, Eternal
2+1+0+3+3Corrupting Presence, Toxic Breath
3+2+1+3+3Dangerous Target (Low), Ray of Entropy 1/day
4+3+1+4+4Magnetism, Dangerous Goods
5+3+1+4+4Magnetic Presence, Dangerous Target (Medium)
6+4+2+5+5Gamma Ray, Interference, Despoil 1/week
7+5+2+5+5Deadly Presence, Dangerous Target (High)
8+6+2+6+6Enervating Breath 1/day, Big and Scary
9+6+3+6+6Kobold Legions, Dangerous Target (Severe)

Breath Weapon Advancement (Su): at every level, the Insidious Influence's breath weapon damage increases by 1d4.

Kobold Minions (Ex): the Insidious Influence is a ruler of kobolds. He has a number of subservient squads of these equal to his class level plus one, and should they get wiped out or go MIA, they are replaced at the rate of one per 1d4 days. These squads gain Immunity to Low Radiation, but no higher, and aren't really made for fighting, so they shouldn't go adventuring with him. Instead, he can assign orders on a per-squad basis, pointing them to a location and telling them what to do. They then do what they can, to the best of their ability/loyalty/bravery, until they succeed at a goal, he gives a new command, or they get scared or hungry.

The instructions are:
  • Protect: they protect an area, with some serving as look-outs and sentries, others as trap-makers and some as regular guards - once a threat is identified they will send one runner to alert the dragon, and the rest will try to fight as a mob.
  • Undermine: they try to make an area generally worse, with banditry around the edges of a town or along a road, they damage property when nobody is looking, they scare people at night, and unless military action is taken against them (along with the actual manpower and hours put into tracking them down), this probably results in a general -4 Penalty to all rolls made to profit, governance, business operations and so on.
  • Raid: they will make a targeted strike at the area with the explicit goal of pillaging and plundering - actually looting stuff from an area.
  • Work: they will do normal crafting and similar.
  • Raze: they will go and attempt to wipe an area out as a military unit or as individual attackers. This will probably not work against most places because they're single hit die partial CR creatures.
Every unit consists of around 30 Kobolds (level 1 Warrior, as per the MM1), but usually acts as one Mob (DMG2).

Spellcasting: at every level, the Insidious Influence's Spellcasting ability increases by one level.

Eternal: the Insidious Influence does not sit and wallow in wealth, gradually becoming more powerful over time by doing nothing. He effectively ceases aging, and must gain class levels by adventuring.

Corrupting Presence (Su): starting at level two, the Insidious Influence releases microscopic radioactive particles, and arsenic fumes. Everything within the area of his Frightful Presence is subject to Arsenic poisoning every round, and suffers a -2 Penalty on all saving throws. If he spends at least a year within a 5 mile radius area, all plant growth ends up being ruined as though by the Stunt Growth version of Diminish Plants. At this point, he also absorbs radiation in a way that is harmless to him, but probably dangerous to others as he emits more of his own. For all intents and purposes though, just treat this as Immunity to Radiation.

Toxic Breath (Su): the second-level Insidious Influence gains a second breath weapon, a Cone of Poison. This is treated as Arsenic, except the Save DC is as normal for the breath weapon.

Dangerous Target (Su): at level three, the Insidious Influence becomes dangerous to hurt. Moreso than it is to hurt most dragons. Anybody in an adjacent square that deals damage to him must save against Low Radiation, albeit with a Save DC of 10 + half his hit dice + his Constitution Bonus. At level five, it increases to Medium severity, at level seven it increases to High and at level nine it increases to Severe.

Spell-Like Abilities (Sp): the Insidious Influence gains access to a couple of Spell-Like Abilities. The Save DC is 10 + half his hit dice + his Charisma Bonus.

Magnetism (Su): at level four, the Insidious Influence gains the ability to cast Telekinesis and Reverse Gravity at will, using his Charisma, and with a Save DC of 10 + half his hit dice + his Charisma Bonus, but only affecting things mostly made of or surrounded by metal. Additionally, his damaging breath weapon can do one of the following to all in the area (his choice each time he uses it): magnetise all targets for 2d4 rounds such that they are treated as metal for the above ability and anything else that affects magnetic metals; push all targets away (treated as a single Bull Rush, using his Constitution, resolved against all in the area and able to push them further than 5 feet); pull all targets towards him (exactly the same as pushing, except in the opposite direction).

Dangerous Goods (Su): starting at level four, the possessions of the Insidious Influence become radioactive. All of his belongings emit Low levels of Radiation, except the Save DC is 10 + half his hit dice + his Charisma Bonus. This goes away 50 years after it leaves his presence.

Magnetic Presence (Su): upon reaching level five, the Insidious Influence has a constant aura of magnetism. Metal weapons are mostly repelled, providing him a 20% Miss Chance against their attacks.

Gamma Ray (Su): at level six, the Insidious Influence gains a new Breath Weapon: a Line of deadly gamma rays. All in the area are subject to Severe Radiation, albeit with the normal Save DC for his breath weapon, and if they fail the saving throw and survive, they are Nauseated for 1 round immediately afterwards.

Interference (Su): the sixth-level Insidious Influence constantly emits enough radiation to interfere with magical surveillance attempts. He is immune to effects such as Scrying, as is the area in a 500' radius surrounding him.

Deadly Presence (Su): starting at level seven, the Insidious Influence's Corrupting Presence becomes so much worse. He only needs to spend one day in an area to blight the landscape, and everything within 15 feet of him is subject to Medium Radiation, with those between 16 and 30 feet subject to Low Radiation. Additionally, all plants within this range are just killed outright.

Big and Scary (Ex): at level eight, the Insidious Influence grows Large. The only Ability Score changes from this are +2 Strength and Constitution, and +8 Natural Armour, but his size is still Large for all other purposes - including the normal changes True Dragons get when they grow.

Kobold Legions: at level nine, the Insidious Influence no longer has "merely" 300 or so kobolds. He now has ten units per class level, plus ten, for a total of around 3,000 kobolds. For every ten units, he has one Adept (use the stats of Sjir, RotD page 145), one Captain (use the stats of Ner, RotD page 144) and one Boom Sayer (3 levels of War Mage from Complete Arcane) to support them (so by default, 10 of each). And for every hundred units, he has a single All-Watcher to serve as a general (6 levels of Marshal from Minis Handbook). They still shouldn't go around on adventures with him, especially seeing as they'll literally die in his immediate presence.
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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Juvenile Copper Dragon
MM1/SRD. "CR 9", level 11 in Tome, sure.
Hey it's only Medium so it doesn't have "fitting in a tavern" problems! But it has "True Dragon" problems and doesn't have an alternate form.


Alchemic Dragon
This is inspired by the Tumbaga Dragon in PF (a variant of Copper), but goes further. Alchemy lets you do all kinds of stuff, and although you can't meaningfully turn lead into gold or whatever, this is D&D where you probably can do that. Indeed, you can transmute many metals into other metals. Let's take this path here.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+0+2+2+0Alchemy, Breath Weapon, Alternate Form, Eternal
2+1+3+3+0Self Transmutation, Matter Transmutation 1/day
3+2+3+3+1Acid Wash
4+3+4+4+1Discovery, Matter Transmutation 2/day
5+3+4+4+1Better Breath
6+4+5+5+2Greater Self Transmutation, Transmute Golem 1/day
7+5+5+5+2Fabricate 3/day, Matter Transmutation at will
8+6+6+6+2Flesh to Stone 1/day, Stone to Flesh 1/day
9+6+6+6+3Discovery, Polymorph Any Object 1/day, Flesh to Salt 1/day

Alchemy: the Alchemic Dragon loses her Sorcerer Spellcasting. Instead, she gains Alchemy (the Formulae/Extracts, Bombs, and Mutagen) of a PF Alchemist with a level equal to her class level plus six.

Breath Weapon (Su): every level, the Alchemic Dragon's breath weapon gains another die of damage. Every three full levels, the Slow breath's duration increases by one round. Any Spells or Discoveries that increase the Area of Bomb Blasts, change Bomb Blasts into different shapes, change the damage type, modify the Save DC, or cause additional effects may also affect the breath weapon.

Alternate Form (Sp): the Alchemic Dragon has a very basic form of transforming herself - gaining the ability to turn into a Humanoid as some other Metallic Dragons can do.

Eternal: the Alchemic Dragon does not sit and wallow in wealth, gradually becoming more powerful over time by doing nothing. She effectively ceases aging, and must gain class levels by adventuring.

Self Transmutation (Su): starting at level two, the Alchemic Dragon may use a Standard Action once per hour to change her metallic properties for one minute. She selects one other Metallic or Ferrous Dragon with hit dice equal to or less than her own, and for the next minute, her Subtype and Immunities change to match that, and she can use any Spell-Like Abilities that the chosen Dragon can use at will. However, she loses access to her own Spell-Like Abilities (but casting is still fine) during this time. During this time, her actual scales change colour to look like those of the dragon in question, with just some copper showing around the edges.

Matter Transmutation (Sp): at level two, the Alchemic Dragon may cast one of the following once per day: Transmute Mud to Rock, Transmute Rock to Mud, Transmute Sand to Rock, Transmute Sand to Glass, Transmute Glass to Sand, Transmute Water to Acid, Transmute Metal to Wood, Ironwood. At level four, she gains a second use, and need not use the same one both times. At level seven, she can cast all of them at will.

Acid Wash (Su): with a Full Round Action at any time her breath weapon is available to use, the third-level Alchemic Dragon may wash effects off. This automatically removes all effects that could possibly be Dispelled, but has a side-effect of softening her scales, treating her Natural Armour as 10 lower until her next turn.

Discovery: at levels four and nine, the Alchemic Dragon gains a Discovery - she uses her effective Alchemist Level to meet any "Alchemist Level" prerequisites. Starting at level four, she is able to take the "Extra Discovery" feat because she has them now. She does not get the Grand Discovery at level nine.

Better Breath: starting at level five, the Alchemic Dragon can double the Length of her Line of Acid breath weapon when she wants. Additionally, take every Metabreath Spell from the Sorcerer/Wizard list, and add it to her Alchemist class list at the same level. She also gains them as bonus formulae known.

Greater Self Transmutation (Su): at level six, the Alchemic Dragon's Self Transmutation improves. She can now use any Spell-Like Abilities of the chosen dragon, providing it can be used at least once per day. Additionally she may use its Breath Weapon (unmodified by her class features) instead of her own.

Spell-Like Abilities (Sp): at various levels, the Alchemic Dragon learns Spell-Like Abilities. The Caster Level equals her hit dice, and any Save DC is 10 + half her hit dice + her Charisma Bonus.
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