http://brilliantgameologists.com
May 24, 2013, 12:19:24 AM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: These boards are now READ ONLY. We've started over! So don't try posting here. Go here www.minmaxboards.com
 
   Home   Help Search Members Login Register  
Pages: 1
  Print  
Author Topic: [3.5] Erynies monster Class  (Read 978 times)
0 Members and 1 Guest are viewing this topic.
Littha
Man in Gorilla Suit
*****
Posts: 2155



Email
« on: February 16, 2010, 07:34:36 AM »

Right i thought i would take a shot at another monster class. This is what i have so far.
Starting Racial Ability Adjustments:
DEX +2  CHA+2

An Erynies base land speed is 30ft.
Darkvision: Erynies can see in the dark up to 60 feet.
Poison Immunity: Erynies are native to a plane where poison is omnipresent.

Automatic Languages: Infernal, Celestial and Draconic.
Favoured Class: Erynies.


Level   HD   Base Attack   Fort   Ref   Will   Skillpoints   Special
1      1d8       +1         +2     +2     +2   (8+int)x4    +1 Natural armor, Feat, resistances(Fire 5, Acid 5, Cold 5), Toungues, Subtypes [Lawful] [Evil]
2      2d8       +2         +3     +3     +3   (8+int)      Bonus Feat, Erynies powers 1/day, Telepathy 100 ft, +2 Str, +2 Cha
3      2d8       +2         +3     +3     +3   None         +2 Natural armor, Fly 30 ft (average) +2 Dex
4      3d8       +3         +3     +3     +3   (8+int)      Feat, Erynies powers 2/day, +2 Wis, +2 Str
5      3d8       +3         +3     +3     +3   None         +3 Natural armor, Damage Reduction 2/Good, +2 Cha
6      4d8       +4         +4     +4     +4   (8+int)      Bonus Feat, Erynies powers 3/day, +2 Str
7      4d8       +4         +4     +4     +4   None         +4 Natural armor, Entangle, See in Darkness, +2 Dex
8      5d8       +5         +4     +4     +4   (8+int)      Resistances(Fire 10, Acid 10, Cold 10), Damage Reduction 5/Good, +2 Wis, +2 Int, +2 Con
9      5d8       +5         +4     +4     +4   None         +5 Natural armor, Erynies powers at will, +2 Cha
10     6d8       +6         +5     +5     +5   (8+int)      Feat, Spell Resistance 10, +2 Str
11     6d8       +6         +5     +5     +5   None         +6 Natural armor, Greater Teleport 1/day, +2 Dex
12     7d8       +7         +5     +5     +5   (8+int)      True Seeing, +2 Wis
13     7d8       +7         +5     +5     +5   None         +7 Natural armor, Greater Teleport 3/day, +2 Cha
14     8d8       +8         +6     +6     +6   (8+int)      Fire Immunity, Fly 50ft (good), +2 Str
15     8d8       +8         +6     +6     +6   None         +8 Natural armor, Greater Teleport at will, +2 Dex
16     9d8       +9         +6     +6     +6   (8+int)      Feat, Spell Resistance 20, Summon Devil, +2 Wis, +2 Int
Erynies Powers (Sp)
At the 2nd level an erynies gains the ability to use some spell like abilities 1/day. She can use charm monster, minor image and unholy blight. This Ability improves at level 4 to 2/day and at level 6 to 3/day. At level 9 an erynies can use these powers at will. Caster level 12th. The save DCs are Charisma-based.

Entangle (Ex)
At level 7 an erinyes gains the ability to grant any piece of rope in her possesion the ability to entangle opponents of any size as the animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. It takes 8 hours of contact with a piece of rope to imbue this ability.

See in Darkness (Su)
Erynies of level 7 or higher can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Greater Teleport (Sp)
Begining at level 11 an Erynies gains the ability to use Greater Teleport 1/day, at level 13 this ability improves to 3/day and at level 15 it is usable at will. An Erynies may only move herself and up to 50 pounds of objects in this way.

True Seeing (Su)
Erinyes of the 12th level or higher continuously use true seeing, as the spell (caster level 14th).

Summon Devil (Sp)
At the 16th level once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

« Last Edit: March 22, 2010, 03:24:24 PM by Littha » Logged

Bloody Initiate
King Kong
****
Posts: 798


Email
« Reply #1 on: February 18, 2010, 03:02:16 PM »

I took a couple shots at this back when I was about to begin my first gestalt campaign. You might want to slim down the 1st level ability score adjustments a tad. You can put them in the class levels later. Generally one or two +2's is pretty decent.
Logged

I don't employ memes. Mass-produced ammunition, even from reputable manufacturers, tends to malfunction on occasion.
Littha
Man in Gorilla Suit
*****
Posts: 2155



Email
« Reply #2 on: March 22, 2010, 03:25:13 PM »

I split the first level adjustments up a bit so can anyone see any other problems?
Logged

Pages: 1
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!