http://brilliantgameologists.com
May 20, 2013, 01:05:08 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: New Savage Progressions  (Read 3482 times)
0 Members and 1 Guest are viewing this topic.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« on: April 07, 2010, 01:08:08 PM »

The savage progressions presented in Savage Species and on the WotC website left me feeling lacking -- i.e., I WANT MORE!
So, hopefully this thread can serve as a repository for savage progressions that we have had to create for ourselves.



TABLE OF CONTENTS:
I: Preface/Statement of Purpose
II: Monster Savage Progressions
III: Template Savage Progressions
IV: Mixing/Matching
V: Using Savage Progressions


As I have said at the top -- I need more savage progressions; and I know that I cannot be the only one.  Of course, to be perfectly honest, my real motivation for this spawned from the fact that I am in the beginning stages of planning a gestalt Planescape game, and I thought that it might be nice if there was something I could reference for my players.  That being said, I'm sure that there are plenty here that wouldn't mind having a one-stop-shop for all of their savage progression needs -- sure, there's the stuff that has been published, but why should you have to go through the trouble of designing something new every time the notion strikes you?  Just come here and pull it off the board.

That being said, I (hopefully) won't be doing all the work on this (I've neither the time nor the energy) -- if everybody (well, okay -- I guess "everybody" is a bit idealistic -- let's call it "interested parties") just drops in a couple things, then this can get pretty comprehensive without any one person having to do too much.

So, I'll get this thread structured, put up my first couple of contributions, keep things updated, and we'll go from there. 
As a design/layout note : each entry will be out in the open (as opposed to being spoilered) to help facilitate searching; however, in the interest of space and navigation, the actual progressions will be spoilered.
For ease of editing (on my part), please try to standardize your entries/contributions as such:
Name
Source: XXX
HD: X
LA: +X
progression (try to model this after the WotC examples)

Now, on to the progressions:



(P.S. : I seemed to have run out of steam on this real quick; however, I'll still be taking requests)
« Last Edit: October 14, 2011, 04:51:56 PM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #1 on: April 07, 2010, 01:08:26 PM »

Monsters:

- Maedar

the next 4 are from Littha:
- Erynies
- Nymph
- Valkyrie
- Battle Dragon


From Garryl:
- Reth Dekala
- Naityan Rakshasa
- Black Ethergaunt
- Red Ethergaunt
- White Ethergaunt
« Last Edit: October 15, 2011, 01:22:00 PM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #2 on: April 07, 2010, 01:08:42 PM »

Templates:
As with other template progressions, these levels don't have to be taken in immediate succession, and don't count when determining multiclassing penalties.
Additionally, regardless of whether the template is either inherited or acquired, all characters need to have at lead 1 HD before starting any of these progressions.  Flavor as desired/needed.
Furthermore, I don't really see the need to have progressions for +1 LA templates -- if you want to add such a template, then just make it your next level.


Blacktooth Lycantrope
Source: Dungeon Magazine #129
LA: +5
Type: same as normal lycanthropy
This template replaces the normal lycanthrope template class.  The only difference (template- and class- wise) is the lycanthrope template class ; the animal classes remain unchanged.  Unlike the normal lycanthrope template, ALL blacktooth lycanthropes can take all 5 template levels.

Lvl   CR   Special
 1     *   -2 WIS, +2 natural armor, alternate form (animal), low-light vision, shapechanger subtype, were(animal) feat, +5ft base speed,
 2     *   +2 natural armor, Iron Will, darkvision 60ft., were(animal) feats(remaining)
 3     *   Alternate form (hybrid), (animal) empathy, damage reduction 5/silver & magic, Improved Natural Attack (all)
 4     *   +2 natural armor, +10ft base speed, SR 10 + HD,
 5     *   Curse of Blacktooth lycanthropy, +2 natural armor, damage reduction 10/silver & magic
- natural armor bonuses are added to all forms
- base speed -- # listed is the total bonus; and is effective in all forms
- Curse of Blacktooth lycanthropy -- Fort DC 18 to negate; victims experience their first involuntary change within 1 minute after failing their save.  As stated above, ALL blacktooth lycanthropes can take this level (which is different from normal lycanthropes).  1st generation blacktooths inflict blacktooth lycanthropy, while 2nd and subsequent generations inflict only normal lycanthropy.
* CR adjustments are made based on # of HD of base animal: 1-2 = +4 ; 3-5 = +5 ; 6-10 = +6 , 11-20 = +7 ; 21+ = +8

Chosen of Malar
Source: Dungeon Magazine #129
LA: +8
Type: same as base creature (can only be applied to humanoids, giants, & monstrous humanoids)

Lvl   CR   Special
 1    +1   +2 CON, natural claw attack (med = 1d6), Fast Healing 5, sleepless
 2    +1   +2 CON, Claws of the Beast (+1 enhancement bonus), poison immunity
 3    +2   +2 STR, CotB +2, Lord of Beasts +5, Improved Natural Attack (claw)
 4    +2   +2 CON, CotB aligned (chaotic, evil), disease immunity
 5    +3   +2 CON, CotB +3, Fast Healing 10
 6    +3   +2 STR, CotB +4, disintegration immunity
 7    +4   +2 CON, CotB +5, Lord of Beasts +10, Improved Critical (claw)
 8    +4   Beast Companion, CotB wounding, ageless
- ability bonuses are enhancement bonuses
- sleepless -- you no longer need to sleep (but still need to rest as normal if you are to prepare spells)
- Lord of Beasts -- this is the bonus you receive to charisma-related checks when dealing with lycanthropes
- Beast Companion -- you receive a Beast of Malar (see MoF pg20) as an animal companion; your effective druid level for this companion = character's HD - 9 (minimum 1).
- Ageless -- you no longer suffer the penalties of aging, and are immune to aging effects (though you still accrue the bonuses associated with aging) ; you still die when you reach your max age.

Death Knight
Source: MM2
LA: +5
Type: Undead
HD: change to d12

Lvl   CR   Special
 1    +1   +1 natural armor, undead, Touch Attack, Summon Mount, DR 5/magic, Resist 5 vs. cold & electric, +2 vs. polymorph
 2    +1   +2 natural armor, +2 STR, turn resistance +2, Abyssal Blast, Undead Followers, Resist 10 vs. cold & electric, +4 vs. polymorph
 3    +2   +3 natural armor, +2 WIS, TR +4, SR 20+(HD - 10), DR 10/magic, Resist 15 vs. cold & electric, +6 vs. polymorph, Fear Aura
 4    +2   +4 natural armor, +2 STR, TR +6, Undead Followers, Resist 20 vs. cold & electric, +8 vs. polymorph
 5    +3   +5 natural armor, +2 CHA, turn immunity, DR 15/magic, Abyssal Blast, cold electric & polymorph immunity

- Touch attack: 1d8+cha bonus of negative energy damage, 1 point of con damage.  Will save for 1/2 damage and negate con damage.
- Summon mount: can summon a mount with a # of HD no more than 1/2 the character's HD (usually a nightmare, but may be any species that normally serves as a mount).  Dead mount can be replaced after 1 year and 1 day.
- Natural armor: this overlaps (does not stack) with other natural armor.
- Abyssal Blast: at 2nd level, 1/day fireball (1/2 damage is divine) damage = 1d6/2HD (max 10d6), range = 100ft + 10ft/level.  At 5th level, damage increases to 1d6/level (max 20d6), and range increases to 400ft + 40ft/level.  Reflex save for 1/2 damage.
- Undead followers: at second level, gain a # of HD of followers = character's HD (see MM2 for full description).  At level 4, improves to x2 character's HD.
- Fear aura: 15ft radius, creatures of less than 5 HD affected as from fear spell.  Will negates.
All save DCs = 10 + 1/2 HD + CHA mod.  Caster Level = HD.

Death Knight of Krynn:
Source: DLCS
If playing in Dragonlance, use this instead.  Everything is as above, with the following additions/changes:
- DR -- change: lvl2=5/magic ; lvl4=10/magic
- see invisibility at 1st level
- Summon Mount -- dead mount can be replaced after 1 month or gaining 1 level.  Only 1/day for 2hr/HD.
- Create Skeletal Warrior -- at 2nd level, a Death Knight of at least 15 HD can transform any dead humaniod (must be dead less than 1 year) in to a skeletal warrior (see below), with no more HD than the character's HD.  This counts toward his total from undead followers.
- If at least 9 HD:
  -- Symbol -- at 2nd level, can use symbol 1/day.  9-10HD=pain ; 12+HD=fear
  -- Power Word -- at 4th level, can use Power Word 1/day. 9-12HD=blind ; 13-17HD=stun ; 17+HD=kill
  -- SLAs -- 1/day: detect magic (at level 1), dispel magic (at level 3), wall of ice (at level 5).
CR: all CRs increase by 1 if HD = 9-16 ; increases by 2 if HD = 17+

Skeletal Warrior
Source: DLCS
Type: undead
LA: +1 (?)
HD: d12
As base creature, plus:
- natural armor +2
- negative energy touch attack damage = 1d6 + str mod
- DR 5/bludgeoning
- SR 13 + HD
- immune to cold, electric, and polymorph
- +2 STR

Monster of Legend:
Source: MM2
LA: +7
Type: Outsider (native)
HD: d8 or class, whichever is better

Lvl   CR   Special
 1    +1   +2 STR, +2 CON, +2 DEX, +1 natural armor, +1 all saves
 2    +1   +2 STR, +2 CON, +1 natural armor, natural attack
 3    +1   +2 INT, +2 CHA, Improved Initiative, Special Quality
 4    +2   +2 STR, +2 CON, +2 DEX, +1 natural armor, +1 all saves
 5    +2   +2 WIS, +2 CHA, Special Attack, Multiattack
 6    +2   +2 STR, +2 CON, +1 natural armor, +1 all saves
 7    +2   +2 STR, +2 CON, +2 DEX, +1 natural armor, Special Quality
- natural attack -- see MM2 pg213 for details

Multi-headed Creature:
Source: Savage Species
HD: +2 per extra head
LA: varies
Type: as per base creature (animals change to magical beast)
HD: as per base creature

This one is a bit problematic, in that the LA varies depending on how many heads you have and if you have any head-based abilities.  As such, I have broken this down in to multiple progressions.

The full progression for each head much be taken before you can add any more heads.
Magical Beast HD gives: full BAB, good Fort/Refl, 2+INT skill points per level, d10 HP.
Size     Max # extra heads
medium          1
large             3
huge            11
gargantuan   19
colossal        29

1st additional head:
Lvl   HD      BAB   fort    refl    will    CR    Special
 1    1d10    +1    +2     +2     +0    +1    +2 CON, darkvision 90 ft.
 2    1d10    +1    +2     +2     +0    +1    +1 natural armor, Improved Initiative, Combat Reflexes
 3    2d10    +2    +3     +3     +0    +2    Extra Head, Vorpal Tenaciousness, Multiattack
 4    2d10    +2    +3     +3     +0    +2    Improved Multiattack//Superior 2-weapon/multiweapon Fighting, +2 listen search spot
- Vorpal Tenaciousness -- in order to be killed by a vorpal weapon (or otherwise having your head cut off), all of your heads must be severed (instead of just one).  For the purposes of beheading, divide HP equally between all the heads; the neck of severed heads reflexively close to prevent further blood loss.
- at this point, if you have any head-based special attacks, then they are only available to 1 head (more on this later).

Additional heads #s 2, 5, 8, 11, 16, 21, and 26:
Lvl    HD     BAB    fort    refl    will   CR    Special
 1    1d10    +1     +2     +2     +0    +0    +2 CON
 2    1d10    +1     +2     +2     +0    +1    +1 natural armor, Extra Head
 3    2d10    +2     +3     +3     +0    +1    +2 listen search spot

All other additional heads:
Lvl    HD     BAB    fort    refl    will   CR   Special
 1    1d10    +1     +2     +2     +0    +0    +2 CON, +1 natural armor
 2    2d10    +2     +3     +3     +0    +1    Extra Head, +2 listen search spot

Other templates for multiheaded creatures:
These may be added at any point after completing the progression for your 1st head.

Lernaean template:
This template renders your body immune to damage, and can only be slain by having all of your heads severed (though, you are still susceptible to death effects; and spells that do HP damage are directed at one head).
Lvl   CR   Special
 1     ?     Head Regeneration
 2     ?     Dual Regeneration
- Head Regeneration -- any time one of your heads is severed, it grows back in 1d4 rounds, unless 5 points of fire or acid damage is applied to the stump (AC 19) before the head regrows.
- Dual Regeneration -- any time one of your heads is severed, 2 grow back in it's place (the extra one dies off after 24 hours).

Special Attack template:
Lvl   CR   Special
 1    +1   Special Attack
This template may be taken multiple times.  Each time you take it, you may add an additional ability from the list below:
- Multiheaded Special Attack -- when you take this ability, choose any one head-based special attack that you have -- this attack is now available for all of your heads.  You may take this multiple times, adding a different head-based special attack each time.
- Pyro Creature -- you gain the fire subtype.  additionally, you gain a breath weapon that produces a flame 10ft in diameter and 20ft long, usable once every 1d4 rounds; dealing 3d6 points fire damage, reflex DC = 10 + 1/2 # of heads + con mod, for half damage.  When you take this ability, you are no longer eligible for the Cryo Creature ability.
- Cryo Creature -- you gain the cold subtype.  additionally, you gain a breath weapon that produces a jet of frost 10ft in diameter and 20ft long, usable once every 1d4 rounds; dealing 3d6 points cold damage, reflex DC = 10 + 1/2 # of heads + con mod, for half damage.  When you take this ability, you are no longer eligible for the Pyro Creature ability.

Obah-blessed
Source: Dungeon Magazine #136
LA : +2 (2 extra arms) -or- +3 (4 extra arms)
Type: unchanged

Lvl   CR   Special
 1    +0   2 extra arms, +2 DEX, +2 CHA
 2    +1   +2 STR, +2 DEX, +2 CON, +2 CHA, Multiweapon Fighting
 3    +2   4 extra arms, +2 STR, +2 DEX, +2 CON, +2 CHA
- each pair of extra arms grants a +4 to grapple checks

from Garryl
Voidmind creature template - Because who doesn't secretly want to become an unthinking servant of our betentacled overlords?
Source: Monster Manual III
HD: +0; LA: +3; CR +1
Voidmind is an acquired template that can be added to any living aberration, animal dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider. The base creature must have any size from Tiny to Huge.


                        Natural
Level   Ability Boost   Armor    Special
1       +2 Str, +2 Con  +1       -2 Cha, Alertness, Damage Reduction 5/magic, Mind Flayer Host, Spell Resistance (HD + 5), Tentacle Attack, Voidmind Skills +2
2       +2 Str, +2 Int  +2       Combat Reflexes, Constrict, Improved Grab, Sentient Tentacle, Voidmind Skills +4
3       +2 Dex, +2 Con  +4       Great Fortitude, Cone of Slime, Immunities, Spell Resistance (HD + 10)


Ability Boost: As a Voidmind creature gains levels, its ability scores increase, as noted on the table above. These increases are racial bonuses, and stack with each other and with the Voidmind's prior racial ability bonuses.

Ability Penalty: A Voidmind creature suffers a -2 racial penalty to its Charisma score. This cannot reduce its Charisma score below 1.

Natural Armor: At 1st level, Voidmind creatures receive a +1 natural armor bonus. This improves to a +2 natural armor bonus at 2nd level, and a +4 natural armor bonus at 3rd level.

Alertness: Voidmind creatures gain Alertness as a bonus feat at 1st level if they qualify for it. If the Voidmind already has Alertness, it does not gain a replacement feat.

Damage Reduction (Ex): Voidmind creatures have DR 5/magic.

Spell Resistance (Ex): Voidmind creatures gain spell resistance equal to their total Hit Dice plus 5. At 3rd level, this improves to their total Hit Dice plus 10.

Mind Flayer Host (Su): Voidmind creatures gain the Mind Flayer Host ability at 1st level.

Tentacle Attack: A Voidmind creature gains a tentacle attack, dealing 1d6 points of damage if it is a Medium creature, and more or less depending on its size. The tentacle has a reach 5 feet longer than the base creature's normal reach.

Voidmind Skills: A Voidmind creature gains a +2 racial bonus on all Bluff, Escape Artist, and Intimidate checks. These bonuses improve to +4 at 2nd level.

Combat Reflexes: Voidmind creatures gain Combat Reflexes as a bonus feat at 2nd level if they qualify for it. If the Voidmind already has Combat Reflexes, it does not gain a replacement feat.

Constrict (Ex): At 2nd level, a Voidmind creature gains the Constrict ability.

Improved Grab (Ex): At 2nd level, a Voidmind creature gains the Improved Grab ability with its tentacle. The Voidmind creature also receives a +4 racial bonus on grapple checks made with the tentacle.

Sentient Tentacle (Ex): At 2nd level, a Voidmind creature gains the Sentient Tentacle ability.

Great Fortitude: Voidmind creatures gain Great Fortitude as a bonus feat at 3rd level if they qualify for it. If the Voidmind already has Great Fortitude, it does not gain a replacement feat.

Cone of Slime (Su): At 3rd level, a Voidmind creature gains the Cone of Slime ability.

Immunities (Ex): At 3rd level, a Voidmind creature gains immunity to acid, mind-affecting spells and abilities, ability damage, ability drain, and energy drain.

Winged Creature:
Source: Savage Species
LA: +2
Type: monstrous humanoid (for humanoids) ; magical beast (for animals and vermin) ; unchanged (for giants and monstrous humanoids)

Lvl   CR   Special
 1    +1   +2 DEX, wings - fly speed = base land speed, clumsy
 2    +1   +2 DEX, +2 WIS, +20ft fly speed, improved maneuverability
- improved maneuverability based on DEX score -- <7 = clumsy ; 7-10 = poor ; 11-14 = average ; 15-16 = good ; 17+ = perfect
« Last Edit: April 09, 2010, 11:15:48 PM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #3 on: April 07, 2010, 01:09:00 PM »

reserved -- mix/match
Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #4 on: April 07, 2010, 01:09:15 PM »

reserved -- utilization



just a note of complete and utter silliness -- any one want to imagine a 30-headed Lernaean Half-dragon Tarrasque of Legend?  Drop all of the toughness feats, take improved toughness, and focus the rest on boosting flight and breath weapons.  I think that's something like a 108 HD creature with a CR of like 33 -- I haven't crunched all of the #s, but it can't be pretty.
I'm sure something like this has been discussed before, but the random idea just occurred to me.
« Last Edit: October 13, 2010, 04:03:02 PM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #5 on: April 07, 2010, 01:09:31 PM »

reserved -- just in case
Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
Littha
Man in Gorilla Suit
*****
Posts: 2155



Email
« Reply #6 on: April 07, 2010, 03:12:41 PM »

I'll just leave these here:

Erynies
Source: MM1
HD: 9
LA: +7
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.

Nymph
Source: MM1
HD: 6
LA: +7
Medium Fey
| Level | Hit Die | Base Attack | Fort | Ref | Will | Skillpoints | Special | Spellcasting |
| 1 | 1d6 | +0 | +0 | +2 | +2 | (6+Int)x4 | Stunning Glance 1/day | Level 1 |
| 2 | 2d6 | +1 | +0 | +3 | +3 | (6+Int) | Unearthly Grace, +8 to swim, Can take 10 on swim checks | Level 1 |
| 3 | 2d6 | +1 | +0 | +3 | +3 | - | Blinding Beauty (Daze), DR 2/ Cold Iron | Level 2 |
| 4 | 3d6 | +1 | +1 | +3 | +3 | (6+Int) | Stunning Glance 3/day, +2 DEX, +2 INT, +2 WIS, +2 CHA | Level 2 |
| 5 | 3d6 | +1 | +1 | +3 | +3 | - | DR 4/Cold Iron | Level 3 |
| 6 | 4d6 | +2 | +1 | +4 | +4 | (6+Int) | Blinding Beauty(Stun) | Level 3 |
| 7 | 4d6 | +2 | +1 | +4 | +4 | - | Stunning Glance(at Will), DR 6/Cold Iron | Level 4 |
| 8 | 5d6 | +2 | +1 | +4 | +4 | (6+Int) | +2 DEX, +2 INT, +2 WIS, +2 CHA, +2 CON | Level 4 |
| 9 | 5d6 | +2 | +1 | +4 | +4 | - | Blinding Beauty(Blind) | Level 5 |
| 10 | 5d6 | +2 | +1 | +4 | +4 | - | DR 8/Cold Iron | Level 5 |
| 11 | 6d6 | +3 | +2 | +5 | +5 | (6+Int) | Dimention Door 1/day | Level 6 |
| 12 | 6d6 | +3 | +2 | +5 | +5 | - | DR 10/ Cold Iron | Level 6 |
| 13 | 6d6 | +3 | +2 | +5 | +5 | - | Blinding Beauty(At Will) | Level 7 |

Racial Traits:
Starting ability score adjustments:
+2 Wis +4 Cha

Speed: Nymph land speed is 30 ft

Low Light Vision

Wild Empathy: As druid but with +6 racial Bonus

Skills: +4 to Swim, May run while swimming

Automatic Languages: Sylvian, Common

Class Abilities:
Nymphs are profitient with simple weapons. Nymphs are not proficient with any armor.

Blinding Beauty(Su): This ability affects all humanoids within 30 ft. Those who look directly at the nymph must succeed on a DC (10+ 1/2 HD + Cha) Fortitude check or be Dazed for one round. The nymph can suppress or resume this ability as a free action and may use it for a number of rounds equal to her Nymph level. This ability improves at level 6 to Stunning the enemy for one round and at level 9 to cause the target to be blinded permanently as though by the blindness spell. a nymph may use this ability for 1 minute per level until level 13, at level 13 a nymph uses this ability constantly unless it is supressed as an at will ability.

Spellcasting, Nymphs can cast spells as if they were druids, see table for details. nymph levels stack with druid levels to determine spellcasting

Stunning Glance(Su): Once a day as a standard action the nymph may stun a creature within 30 ft with a look. The target creature must succeed on a DC (10+ 1/2 HD + Cha) Fortitude check or be stunned for 2d4 rounds. The Nymph gains an additional 2 uses of this ability at level 4 and may use this ability at will at level 7.

Unearthly Grace(Su): A Nymph Adds Her Charisma Modifier as a bonus to all of her saving throws and as a deflection bonus to her AC

At level 2 the nymphs ability to swim improves, she gains an additional +4 to her swim skill and may always take 10 on a swim check even if distracted or endangered.

Valkyrie
Source: ToB
HD: 11
LA: +5
Racial Bonuses: +2 Dex +2 Con
Valkyries are Evasive and mobile: They have Uncanny Dodge.
Valkyries have Darkvision 60ft
Valkyries have a racial +10 bonus to Listen and Spot
Valkyries speak Abyssal, Celestial and Common
Favored Class: Swordsage

Medium Outsider
Level   HD   Base Attack   Fort   Ref   Will   Skillpoints   Special                                                                    Initiator Level  Manuvers Known   Stances Known
1        1d8       +1        +2     +2    +2     (8+int)*4   Chaotic Subtype, Electricity Attacks (d2), Natural Armor +2         -                -               -
2        2d8       +2        +3     +3    +3      8+int        +2 Str, Resistances (5), Lightning Gaze 1d6                              1                1               1
3        3d8       +3        +3     +3    +3      8+int        +2 Dex, Two weapon Fighting, Natural Armor +3                        2                2               1
4        3d8       +3        +3     +3    +3                     +2 Str +2 Con, Electricity Attacks (d4)                                    2                2               1
5        4d8       +4        +4     +4    +4      8+int        +2 Dex +2 Cha, Fly 30 (good), Lightning Gaze 2d6                     3                3               1
6        5d8       +5        +4     +4    +4      8+int        +2 Str, Resistances (10), Electricity Attacks (d6)                      4                4               1
7        5d8       +5        +4     +4    +4                     +2 Dex +2 Con, Immune Fear, Natural Armor +4                        4                4               1
8        6d8       +6        +5     +5    +5      8+int        +2 Str +2 Int +2 Wis, Large size, DR 5/Cold Iron                       5                5               1
9        7d8       +7        +5     +5    +5      8+int        +2 Dex +2 Cha, Fly 60 (perfect), Natural Armor +5                    6                6               1
10      7d8       +7        +5     +5    +5                     +2 Str +2 Con, Improved Two weapon Fighting                         6                6               1
11      8d8       +8        +6     +6    +6      8+int        +2 Dex, Resistances (15), Lightning Gaze 3d6                           7                7               1
12      9d8       +9        +6     +6    +6      8+int        +2 Str, Sonic Burst, Natural Armor +6                                      8                8               1
13      9d8       +9        +6     +6    +6                     +2 Dex +2 Con, Immune Cold, DR 10/Cold Iron                          8                8               1
14      10d8     +10       +7     +7    +7      8+int        +2 Str +2 Cha, Immune Electricity                                          9                9               1
15      11d8     +11       +7     +7    +7      8+int        +2 Dex, Immune Sonic, Natural Armor +7                                10                9               1
16      11d8     +11       +7     +7    +7                     +2 Con +2 Int, Lightning Gaze 4d6                                        10                9               1
Skills:
Class skills are Balance, Concentration, Diplomacy, Hide, Intimidate, Jump, Knowledge(the Planes), Listen, Martial Lore, Sense Motive, Spot, Survival and Tumble.

Weapon and armor proficiency:
A Valkyrie is proficient with all martial weapons and with light armor but not shields.

Initiator level.
A Valkyrie can choose her maneuvers from the Setting Sun, Stone dragon and Tiger Claw Disciplines. Her maneuvers require 5 minutes of meditation to recover.

Spell Resistance(Ex):
A Valkyrie has spell resistance equal to her HD from class levels +6

Electricity Attacks(Su):
A Valkyrie deals an additional 1d2 points of electricity damage with any weapon she wields, at level 4 this improves to 1d4 and at level 6 to 1d6

Valkyrie resistances(Ex):
A Valkyrie gains resistance 5 to Electricity, Sonic and Cold at level 2. This improves to resistance 10 at level 6 and again at level 11 to resistance 15.

Lightning Gaze(Su):
A Valkyrie can strike anyone who meets her gaze with lightning. This ability has a range of 30 feet and deals 1d6 points of electricity damage reflex save to avoid (DC: 10 + 1/2HD from class levels + Cha mod). This ability improves at level 5 to 2d6 at level 11 to 3d6 and finally at level 16 to 4d6 damage.

At level 3 a Valkyrie gains Two weapon Fighting as a bonus feat.

Beginning at level 5 a Valkyrie gains the ability to fly 30ft per round at good maneuverability.

Once she reaches level 7 a Valkyrie is immune to fear.

At level 8 the Valkyries size increases to Large, she receives a -1 penalty on AC and attack rolls. -4 penalty on hide checks and may wield Large weapons without penalty. She receives no attribute bonus for this change.

Once she reaches level 9 a Valkyrie has perfected her flying. Her new fly speed is 60' and maneuverability is perfect.

At level  10 a Valkyrie receives Improved Two weapon fighting as a bonus feat.

Sonic Burst(Su):
Starting at level 10 a Valkyrie can clap her wings together to produce a sonic burst. This is a swift action and creatures within 30 feet of the valkyrie take 4d6 sonic damage.

There is a reflex save to avoid (DC: 10 + 1/2HD from class levels + Cha mod) and the valkyrie must wait 1d4 rounds before using this ability again.

At level 13 and higher a Valkyrie is Immune to Cold
At level 14 and higher a Valkyrie is Immune to Electricity
At level 15 and higher a Valkyrie is Immune to Sonic

Logged

wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #7 on: April 07, 2010, 03:30:39 PM »

I was actually gonna go grab those -- thanks.
Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
Sohala
Hong Kong
****
Posts: 1268


Hammer Smash Good


Email
« Reply #8 on: April 07, 2010, 03:35:49 PM »

Templates:
As with other template progressions, these levels don't have to be taken in immediate succession, and don't count when determining multiclassing penalties.
Additionally, regardless of whether the template is either inherited or acquired, all characters need to have at lead 1 HD before starting any of these progressions.  Flavor as desired/needed.


Monster of Legend:
Source: MM2
LA: +7

Lvl   CR   Special
 1    +1   +2 STR, +2 CON, +2 DEX, +1 natural armor, +1 all saves
 2    +1   +2 STR, +2 CON, +1 natural armor, Special Quality
 3    +1   +2 INT, +2 CHA, Improved Initiative, natural attack
 4    +2   +2 STR, +2 CON, +2 DEX, +1 natural armor, +1 all saves
 5    +2   +2 WIS, +2 CHA, Special Attack, Multiattack
 6    +2   +2 STR, +2 CON, +1 natural armor, +1 all saves
 7    +2   +2 STR, +2 CON, +2 DEX, +1 natural armor, Special Quality

Multi-headed Creature:
Source: Savage Species
HD: +2 per extra head
LA: varies
This one is a bit problematic, in that the LA varies depending on how many heads you have.  As such, I have broken this down in to multiple progressions, reflecting how many heads the character has.

1st additional head:
Lvl   CR   Special
 1
 2
 3
 4
The first Special Quality seems to come too soon, I am thinking 4th or 5th for it.
Logged

"You think I'm talking about breaking the rules?"
"No I'm just trying to figure out how far you want them bent."
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #9 on: April 07, 2010, 06:06:06 PM »

The first Special Quality seems to come too soon, I am thinking 4th or 5th for it.
well, I wanted to have one of them come before the special attack.
I've moved natural attack up to 2nd level, and moved the first special quality down to give something to an otherwise lack-luster 3rd level.
I'll revisit it later (I'm going cross-eyed at this point).
Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
Flay Crimsonwind
Hong Kong
****
Posts: 1310


Watching the World Burn in Magnificence


Email
« Reply #10 on: April 08, 2010, 04:46:21 AM »

I've been thinking of butchering this [3.5] Vampire - Class Form of mine and making it more like a savage progression, as it was intended, now that I understand the system a bit better. Unless it's close enough as is.
Logged

wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #11 on: April 08, 2010, 06:36:32 AM »

I've been thinking of butchering this [3.5] Vampire - Class Form of mine and making it more like a savage progression, as it was intended, now that I understand the system a bit better. Unless it's close enough as is.
that'd be cool.   I think that adjusting it to where it is simply a progression of the LA (i.e., no HD) would be keeping in proper form.
So far, you have a really solid basic structure -- I would probably take a look at the lich template to do your final adjustments (e.g., not actually undead until 8th level, etc.) -- of course, I not sure where "create spawn" would come in at, though.

EDIT: or maybe even truncate it to be applied to a vampire spawn (of course, that in it self would require redesigning the vampire spawn, which could be problematic). Shrug
« Last Edit: April 08, 2010, 07:29:48 AM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #12 on: April 08, 2010, 07:31:39 AM »

Does anybody have any ideas for the Tauric Creature template?  It's a +3 LA, but you don't actually get anything -- it literally is just taking two creatures and slamming them together; so I have no idea where to start.

P.S.
at the moment, I"m just concentrating on the templates, and then will move on from there -- but feel free to drop-off anything else as you get to it.
Thanks.
« Last Edit: April 09, 2010, 10:29:24 PM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #13 on: April 08, 2010, 07:20:33 PM »

Okay, I've added a couple of more template progressions.  I'm trying to take care of the large/complex ones, as well as some of the more obscure ones (I'm getting to them).

dammit -- I'm gonna need glasses by time this is done. 
  here's to all who have put built all those handbooks, or have done any extensive work building all those classes ; I can now appreciate your work all the more (especially the posting part of it). Clap
« Last Edit: April 08, 2010, 07:22:50 PM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
Garryl
Hong Kong
****
Posts: 1240


« Reply #14 on: April 08, 2010, 10:42:58 PM »

Here's my take on the Reth Dekala (from ToB).

I've got their maneuver progression set up so that they can get all of the maneuvers and stances they are listed as having without much trouble, but without crazily obvious improvement, such as taking significantly higher level maneuvers. It works out pretty well. They get all of their racial bonuses fairly evenly distributed, and should be playable as an LA +0 race with no levels in the savage progression class.


Reth Dekala
Source: Tome of Battle
HD: 5; LA: +5; ECL: 10; CR 4
Reth Dekala are Medium creatures. They do not receive any bonuses or penalties due to their size.
Reth Dekala are Outsiders. As natives of Acheron, they also have the Extraplanar subtype when on other planes.
Reth Dekala are supernaturally strong, and receive a +2 racial bonus to their Strength score.
Reth Dekala have Darkvision 60ft
A Reth Dekala has a racial +4 bonus on Balance and Jump checks.
Reth Dekala receive Common and Infernal as automatic languages.
Favored Class: Sorcerer


Medium Outsider

            Base
            Attack  Fort Ref  Will  Skill                                                              Maneuvers     Stances
Level  HD   Bonus   Save Save Save  Points      Ability Boost   Special                              Known  Readied  Known
1      1d8  +1      +2   +2   +2    (8+int)*4   +2 Cha          Feat, Air Step                       2      1        0
2      2d8  +2      +3   +3   +3    (8+int)     +2 Con          Vilefire Blast, Resistances 5        3      1        1
3      2d8  +2      +3   +3   +3    ---         +2 Str          Fortification 25%, Natural Armor +1  3      2        1
4      3d8  +3      +3   +3   +3    (8+int)     +2 Dex          Subtypes (Evil, Lawful)              3      2        1
5      3d8  +3      +3   +3   +3    ---         +2 Wis          Feat, Air Jaunt                      4      3        1
6      4d8  +4      +4   +4   +4    (8+int)     +2 Con          Vilefire Aura, Resistances 10        4      3        1
7      4d8  +4      +4   +4   +4    ---         +2 Str          Fortification 50%, Natural Armor +2  4      4        2
8      5d8  +5      +4   +4   +4    (8+int)     +2 Cha          Aligned Strike (Evil, Lawful)        5      4        2
9      5d8  +5      +4   +4   +4    ---         +2 Dex, +2 Wis  Resistances 15                       5      5        2
10     5d8  +5      +4   +4   +4    ---         +2 Str, +2 Con  Air Walk                             5      5        2


Skills:
Class skills are Balance, Concentration, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Knowledge (the planes), Listen, Martial Lore, Sense Motive, Spellcraft, and Spot.

Maneuvers: A Reth Dekala knows a number of maneuvers from the Devoted Spirit, Iron Heart, or Tiger Claw disciplines, as listed on the table above. It must meet the maneuver's prerequisites to learn it. Reth Dekala have an initiator level equal to their racial hit dice, but can select and learn new Reth Dekala maneuvers as though their initiator level was equal to their racial class level minus 1, or their initiator level, whichever is better.
   At 4th level and every even-numbered level thereafter, the Reth Dekala can choose to learn a new maneuver in place of one you already know. In effect, it loses the old maneuver in exchange for the new one. The Reth Dekala can choose a new maneuver of any level it likes, as long as it observes the restriction on the highest-level maneuvers it knows; it need not replace the old maneuver with a maneuver of the same level. The Reth Dekala can swap only a single maneuver at any given level.

Stances Known: At 2nd and 7th level, a Reth Dekala learns a new martial stance from the Devoted Spirit, Iron Heart, or Tiger Claw disciplines.

Ability Boost: As a Reth Dekala gains level, its ability scores increase, as noted on the table above. These increases are racial bonuses, and stack with each other and with the Reth Dekala's prior racial ability bonuses.

Air Step (Ex): A Reth Dekala cannot truly fly, but it naturally remains aloft. At 1st level, it can move as if under the effects of an air walk spell for a limited period of time. Activating this ability is a swift action, and it lasts until the end of the Reth Dekala's turn. A Reth Dekala can use this ability no more times each day than its Constitution score.

Vilefire Blast (Su): At 2nd level, a Reth Dekala gains the Vilefire Blast ability.

Resistances: At 2nd level, a Reth Dekala gains resistance 5 to acid and fire damage. This improves to resistance 10 at 6th level, and resistance 15 at 9th level.

Fortification (Ex): Beginning at 3rd level, Reth Dekala gain a 25% chance to ignore the extra damage dealt by a critical hit or sneak attack. This improves to 50% at 7th level.

Natural Armor: At 3rd level, Reth Dekala receive a +1 natural armor bonus. This improves to a +2 natural armor bonus at 7th level.

Subtypes: At 4th level, Reth Dekala gain the Evil and Lawful subtypes. Unlike most creatures with aligned subtypes, a Reth Dekala's natural weapons and any weapons they wield do not overcome damage reduction as though they were Evil or Lawful.

Air Jaunt (Ex): Beginning at 5th level, a Reth Dekala's Air Step ability lasts for a number of rounds equal to its Constitution modifier, instead of just until the end of its turn.

Vilefire Aura (Su): At 6th level, a Reth Dekala gains the Vilefire Aura ability.

Aligned Strike (Su): At 8th level, a Reth Dekala's natural weapons and any weapons they wield are treated as Evil- and Lawful-aligned for the purposes of overcoming damage reduction.

Air Walk (Ex): At 10th level, a Reth Dekala can move as if constantly under the effects of an air walk spell. It loses its Air Step and Air Jaunt abilities.



Edit (4:46 PM, 09/4/10):

Voidmind creature template - Because who doesn't secretly want to become an unthinking servant of our betentacled overlords?
Source: Monster Manual III
HD: +0; LA: +3; CR +1
Voidmind is an acquired template that can be added to any living aberration, animal dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider. The base creature must have any size from Tiny to Huge.


                        Natural
Level   Ability Boost   Armor    Special
1       +2 Str, +2 Con  +1       -2 Cha, Alertness, Damage Reduction 5/magic, Mind Flayer Host, Spell Resistance (HD + 5), Tentacle Attack, Voidmind Skills +2
2       +2 Str, +2 Int  +2       Combat Reflexes, Constrict, Improved Grab, Sentient Tentacle, Voidmind Skills +4
3       +2 Dex, +2 Con  +4       Great Fortitude, Cone of Slime, Immunities, Spell Resistance (HD + 10)


Ability Boost: As a Voidmind creature gains levels, its ability scores increase, as noted on the table above. These increases are racial bonuses, and stack with each other and with the Voidmind's prior racial ability bonuses.

Ability Penalty: A Voidmind creature suffers a -2 racial penalty to its Charisma score. This cannot reduce its Charisma score below 1.

Natural Armor: At 1st level, Voidmind creatures receive a +1 natural armor bonus. This improves to a +2 natural armor bonus at 2nd level, and a +4 natural armor bonus at 3rd level.

Alertness: Voidmind creatures gain Alertness as a bonus feat at 1st level if they qualify for it. If the Voidmind already has Alertness, it does not gain a replacement feat.

Damage Reduction (Ex): Voidmind creatures have DR 5/magic.

Spell Resistance (Ex): Voidmind creatures gain spell resistance equal to their total Hit Dice plus 5. At 3rd level, this improves to their total Hit Dice plus 10.

Mind Flayer Host (Su): Voidmind creatures gain the Mind Flayer Host ability at 1st level.

Tentacle Attack: A Voidmind creature gains a tentacle attack, dealing 1d6 points of damage if it is a Medium creature, and more or less depending on its size. The tentacle has a reach 5 feet longer than the base creature's normal reach.

Voidmind Skills: A Voidmind creature gains a +2 racial bonus on all Bluff, Escape Artist, and Intimidate checks. These bonuses improve to +4 at 2nd level.

Combat Reflexes: Voidmind creatures gain Combat Reflexes as a bonus feat at 2nd level if they qualify for it. If the Voidmind already has Combat Reflexes, it does not gain a replacement feat.

Constrict (Ex): At 2nd level, a Voidmind creature gains the Constrict ability.

Improved Grab (Ex): At 2nd level, a Voidmind creature gains the Improved Grab ability with its tentacle. The Voidmind creature also receives a +4 racial bonus on grapple checks made with the tentacle.

Sentient Tentacle (Ex): At 2nd level, a Voidmind creature gains the Sentient Tentacle ability.

Great Fortitude: Voidmind creatures gain Great Fortitude as a bonus feat at 3rd level if they qualify for it. If the Voidmind already has Great Fortitude, it does not gain a replacement feat.

Cone of Slime (Su): At 3rd level, a Voidmind creature gains the Cone of Slime ability.

Immunities (Ex): At 3rd level, a Voidmind creature gains immunity to acid, mind-affecting spells and abilities, ability damage, ability drain, and energy drain.



Edit (5:53 PM, 09/4/10):

Naityan Rakshasa
Source: Tome of Battle
HD: 9; LA: +6; ECL: 15; CR 7
Naityan Rakshasa are Medium creatures. They do not receive any bonuses or penalties due to their size.
Naityan Rakshasa are Outsiders with the Native subtype.
Naityan Rakshasa have a pair of claws that they can use as primary natural attacks. These claws deal a base damage of 1d4 each.
Naityan Rakshasa have Darkvision 60ft
A Naityan Rakshasa has a racial +4 bonus on Bluff and Disguise checks.
Naityan Rakshasa receive Common, Infernal, and Undercommon as automatic languages.
Favored Class: Swordsage


Medium Outsider

            Base
            Attack  Fort Ref  Will  Skill
Level  HD   Bonus   Save Save Save  Points      Ability Boost   Special    
1      1d8  +1      +2   +2   +2    (8+int)*4   +2 Cha          Feat, Change Shape, Natural Armor +1
2      2d8  +2      +3   +3   +3    (8+int)     +2 Con          Natural Armor +2, Spell Resistance 11, Style Shapes (1 shape, stances)
3      2d8  +2      +3   +3   +3    ---         +2 Wis          Detect Thoughts (1/day), DR 5/good or piercing
4      3d8  +3      +3   +3   +3    (8+int)     +2 Str          Feat, Bite (1d4), Natural Armor +3
5      3d8  +3      +3   +3   +3    ---         +2 Cha          Detect Thoughts (3/day), Style Shapes (2 shapes, 1 maneuver)
6      4d8  +4      +4   +4   +4    (8+int)     +2 Con          DR 10/good or piercing, Natural Armor +4, Spell Resistance 13
7      5d8  +5      +4   +4   +4    (8+int)     +2 Wis          Detect Thoughts (skills), Natural Armor +5
8      5d8  +5      +4   +4   +4    ---         +2 Str          Style Shapes (3 shapes, abilities)
9      6d8  +6      +5   +5   +5    (8+int)     +2 Dex          Feat, Detect Thoughts (5/day), Natural Armor +6
10     6d8  +6      +5   +5   +5    ---         +2 Cha          DR 5/good and piercing, Spell Resistance 15
11     7d8  +7      +5   +5   +5    (8+int)     ---             Detect Thoughts (+2 save DC), Natural Armor +7, Style Shapes (all shapes, all maneuvers)
12     8d8  +8      +6   +6   +6    (8+int)     +2 Con          DR 10/good and piercing, Natural Armor +8
13     8d8  +8      +6   +6   +6    ---         +2 Str          Detect Thoughts (at will)
14     9d8  +9      +6   +6   +6    (8+int)     +2 Wis          Feat, Natural Armor +9, Spell Resistance 17
15     9d8  +9      +6   +6   +6    ---         +2 Cha          Bite (1d6), DR 15/good and piercing



Skills:
Class skills are Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (local), Knowledge (the planes), Listen, Martial Lore, Move Silently, Perform, Sense Motive, Spot, Tumble.

Ability Boost: As a Naityan Rakshasa gains level, its ability scores increase, as noted on the table above. These increases are racial bonuses, and stack with each other and with the Naityan Rakshasa's prior racial ability bonuses.

Natural Armor: At 1st level, Naityan Rakshasa receive a +1 natural armor bonus. This improves to a +2 natural armor bonus at 2nd level, +3 at 4th, +4 at 6th, +5 at 7th, +6 at 9th, +7 at 11th, +8 at 12th, and +9 at 14th.

Change Shape (Su): At 1st level, a Naityan Rakshasa can use the Change Shape ability.

Spell Resistance: At 2nd level, a Naityan Rakshasa gain spell resistance 11. This improves to SR 13 at 6th level, SR 15 at 10th level, and SR 17 at 14th level.

Style Shapes (Su): Beginning at 2nd level, a Naityan Rakshasa gains the use of the Style Shapes ability. It must choose only one of the four shapes that it can adopt at this level, and only gains the benefit of the stances associated with the style shapes it adopts. At 5th level, it can choose a second style shape, and can use any one of the maneuvers associated with the style shapes it adopts (chosen at the time of adopting the shape). At 8th level, the Naityan Rakshasa can select a third style shape, and gains the benefits of the secondary abilities associated with the style shapes it adopts (such as scent or a swim speed). At 11th level, the Naityan Rakshasa can adopt all available style shapes, can can make use of all maneuvers associated with the shapes it adopts.

Detect Thought (Su): Starting at 3rd level, a Naityan Rakshasa can use Detect Thoughts at caster level 18th. It can suppress or resume this ability as a free action. At 3rd level, it can only use this ability once per day. This improves to 3 times per day at 5th level, 5 times per day at 9th level, and becomes usable at will at 13th level. The save DC for this ability is Charisma-based.
   At 7th level, a Naityan Rakshasa gains a +4 circumstance bonus on all Bluff and Disguise checks while it is reading an opponent's mind.
   At 11th level, the Naityan Rakshasa gains a +2 racial bonus to the save DC of its Detect Thoughts ability.

Damage Reduction: At 3rd level, a Naityan Rakshasa gains DR 5/good or piercing. This improves to DR 10/good or piercing at 6th level. At 10th level, the Naityan Rakshasa gains DR 5/good and piercing. This overlaps with its DR 10/good or piercing, but protects it against attacks that are only good or only piercing, but not both. At 12th level, the Naityan Rakshasa's damage reduction improves to DR 10/good and piercing. At 15th level, it improves to DR 15/good and piercing.

Bite: At 4th level, the Naityan Rakshasa gains a bite attack as a secondary natural weapon. This attack deals a base damage of 1d4 points of damage. At 15th level, this improves to 1d6 points of damage.





Edit (9:56 PM, 09/4/10):

Black Ethergaunt
Source: Fiend Folio
HD: 16; LA: +4; ECL: 20; CR 17
Black Ethergaunts are Medium creatures. They do not receive any bonuses or penalties due to their size.
Black Ethergaunts are Aberrations. Since they are native to the Ethereal Plane, they gain the Extraplanar subtype when on other planes, including the Material Plane.
Black Ethergaunts have Darkvision 60ft
Black Ethergaunts gain Exotic Weapon Proficiency (etherblade) as a bonus feat. As Aberrations, Red Ethergaunts are also proficient with a simple weapons.
Black Ethergaunts are exceptionally intelligent, and have a +2 racial bonus to their Intelligence score.
Black Ethergaunts receive Khen-Zai as an automatic language, and can select Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, and Undercommon as bonus languages.
Favored Class: Wizard


Medium Aberration

             Base
             Attack  Fort Ref  Will  Skill
Level  HD    Bonus   Save Save Save  Points      Ability Boost   Special                                          Spellcasting
1      1d8   +0      +0   +0   +2    (2+int)*4   +2 Dex          Feat, Total Vision (5 feet)                      1st
2      2d8   +1      +0   +0   +3    (2+int)     +2 Wis          Natural Armor +1, Stupefying Gaze (1)            1st
3      3d8   +2      +1   +0   +3    (2+int)     +2 Int          Feat,Immunity to Spells (0th), Natural Armor +2  2nd
4      4d8   +3      +1   +0   +4    (2+int)     +2 Con          Total Vision (10 feet), Natural Armor +3         3rd
5      4d8   +3      +1   +1   +4    ---         +2 Int          Material Jaunt, Natural Armor +4                 3rd
6      5d8   +3      +1   +1   +4    (2+int)     +2 Str          Immunity to Spells (1st), Stupefying Gaze (1d2)  4th
7      6d8   +4      +2   +1   +5    (2+int)     +2 Int          Feat, Total Vision (20 feet), Natural Armor +5   5th
8      7d8   +5      +2   +2   +5    (2+int)     +2 Dex          Enslave (1/day), Natural Armor +6                6th
9      8d8   +6      +2   +2   +6    (2+int)     +2 Int          Immunity to Spells (2nd)                         6th
10     8d8   +6      +2   +2   +6    ---         +2 Wis          Total Vision (40 feet), Natural Armor +7         7th
11     9d8   +6      +3   +3   +6    (2+int)     +2 Int          Feat, Stupefying Gaze (1d4), Natural Armor +8    8th
12     10d8  +7      +3   +3   +7    (2+int)     +2 Cha          Enslave (3/day), Natural Armor +9                9th
13     11d8  +8      +3   +3   +7    (2+int)     +2 Int          Immunity to Spells (3rd)                         10th
14     12d8  +9      +4   +4   +8    (2+int)     +2 Con          Feat, Natural Armor +10                          11th
15     12d8  +9      +4   +4   +8    ---         +2 Int          Natural Armor +11                                12th
16     13d8  +9      +4   +4   +8    (2+int)     +2 Dex          Immunity to Spells (4th), Natural Armor +12      13th
17     14d8  +10     +4   +4   +9    (2+int)     +2 Int          Natural Armor +13                                14th
18     15d8  +11     +5   +5   +9    (2+int)     +2 Cha          Feat, Immunity to Spells (5th)                   15th
19     16d8  +12     +5   +5   +10   (2+int)     +2 Int          Natural Armor +14                                16th
20     16d8  +12     +5   +5   +10   ---         +2 Dex          Immunity to Spells (6th), Natural Armor +15      17th


Skills:
Class skills are Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (all), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, and Survival.

Ability Boost: As a Black Ethergaunt gains levels, its ability scores increase, as noted on the table above. These increases are racial bonuses, and stack with each other and with the Red Ethergaunt's prior racial ability bonuses. Black Ethergaunts retroactively gain bonus languages and skill points on their prior racial hit dice for Intelligence increases this way.

Spellcasting: Black Ethergaunts cast spells as a Wizard of the level indicated on the table above.

Total Vision (Ex): At 1st level, Black Ethergaunts have the Total Vision ability out to 5 feet. This improves to 10 feet at 4th level, 20 feet at 7th level, and 40 feet at 10th level.

Natural Armor: At 2nd level, Black Ethergaunts receive a +1 natural armor bonus. This improves to a +2 natural armor bonus at 3rd level, +3 at 4th, +4 at 5th, +5 at 7th, +6 at 8th, +7 at 10th, +8 at 11th, +9 at 12th, +10 at 14th, +11 at 15th, +12 at 16th, +13 at 17th, +14 at 19th, and +15 at 20th.

Stupefying Gaze (Su): At 2nd level, a Black Ethergaunt gains the Stupefying Gaze ability. This deals 1 point of Intelligence, Wisdom, and Charisma damage. At 6th level, this improves to 1d2 points of Intelligence, Wisdom, and Charisma damage. At 11th level, this becomes 1d4 points of Intelligence, Wisdom, and Charisma damage. The save DC of this ability is equal to 10 plus one half the Black Ethergaunt's hit dice plus the Black Ethergaunt's Charisma modifier.

Immunity to Spells (Su): At 3rd level, a Black Ethergaunt becomes selectively immune to arcane spells of 0th level or lower. At 6th level, this ability applies to spells of 1st level or lower. At 9th level, this applies to spells of 2nd level or lower. At 13th level, this applies to spells of 3rd level or lower. At 16th level, this applies to spells of 4th level or lower. At 18th level, this applies to spells of 5nd level or lower. At 20th level, this applies to spells of 6rd level or lower.

Material Jaunt (Su): At 5th level, Black Ethergaunts gain the Material Jaunt ability.

Enslave (Su): At 8th level, Black Ethergaunts can use the Enslave ability once per day. This improves to three times per day at 12th level.


Red Ethergaunt
Source: Fiend Folio
HD: 5; LA: +7; ECL: 12; CR 9
Red Ethergaunts are Medium creatures. They do not receive any bonuses or penalties due to their size.
Red Ethergaunts are Aberrations. Since they are native to the Ethereal Plane, they gain the Extraplanar subtype when on other planes, including the Material Plane.
Red Ethergaunts have Darkvision 60ft
Red Ethergaunts gain Exotic Weapon Proficiency (etherblade) as a bonus feat. As Aberrations, Red Ethergaunts are also proficient with a simple weapons.
Red Ethergaunts are exceptionally intelligent, and have a +2 racial bonus to their Intelligence score.
Red Ethergaunts receive Khen-Zai as an automatic language, and can select Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, and Undercommon as bonus languages.
Favored Class: Wizard


Medium Aberration

            Base
            Attack  Fort Ref  Will  Skill
Level  HD   Bonus   Save Save Save  Points      Ability Boost   Special                                          Spellcasting
1      1d8  +0      +0   +0   +2    (2+int)*4   +2 Dex          Feat, Total Vision (5 feet)                      1st
2      2d8  +1      +0   +0   +3    (2+int)     +2 Wis          Stupefying Gaze (1)                              1st
3      2d8  +1      +0   +0   +3    ---         +2 Int          Immunity to Spells (0th), Natural Armor +1       2nd
4      2d8  +1      +0   +0   +3    ---         +2 Str          Total Vision (10 feet)                           3rd
5      3d8  +2      +1   +1   +3    (2+int)     +2 Int          Feat, Material Jaunt, Natural Armor +2           3rd
6      3d8  +2      +1   +1   +3    ---         +2 Con          Immunity to Spells (1st), Stupefying Gaze (1d2)  4th
7      3d8  +2      +1   +1   +3    ---         +2 Int          Total Vision (20 feet)                           5th
8      4d8  +3      +1   +1   +4    (2+int)     +2 Dex          Enslave (1/day), Natural Armor +3                6th
9      4d8  +3      +1   +1   +4    ---         +2 Int          Combat Casting, Immunity to Spells (2nd)         6th
10     4d8  +3      +1   +1   +4    ---         +2 Wis          Total Vision (40 feet)                           7th
11     5d8  +3      +1   +1   +4    (2+int)     +2 Int          Stupefying Gaze (1d4), Natural Armor +4          8th
12     5d8  +3      +1   +1   +4    ---         +2 Str, +2 Cha  Enslave (3/day)                                  9th


Skills:
Class skills are Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (all), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, and Survival.

Ability Boost: As a Red Ethergaunt gains levels, its ability scores increase, as noted on the table above. These increases are racial bonuses, and stack with each other and with the Red Ethergaunt's prior racial ability bonuses. Red Ethergaunts retroactively gain bonus languages and skill points on their prior racial hit dice for Intelligence increases this way.

Spellcasting: Red Ethergaunts cast spells as a Wizard of the level indicated on the table above.

Total Vision (Ex): At 1st level, Red Ethergaunts have the Total Vision ability out to 5 feet. This improves to 10 feet at 4th level, 20 feet at 7th level, and 40 feet at 10th level.

Stupefying Gaze (Su): At 2nd level, a Red Ethergaunt gains the Stupefying Gaze ability. This deals 1 point of Intelligence, Wisdom, and Charisma damage. At 6th level, this improves to 1d2 points of Intelligence, Wisdom, and Charisma damage. At 11th level, this becomes 1d4 points of Intelligence, Wisdom, and Charisma damage. The save DC of this ability is equal to 10 plus one half the Red Ethergaunt's hit dice plus the Red Ethergaunt's Charisma modifier.

Immunity to Spells (Su): At 3rd level, a Red Ethergaunt becomes selectively immune to arcane spells of 0th level or lower. At 6th level, this ability applies to spells of 1st level or lower. At 9th level, this applies to spells of 2nd level or lower.

Natural Armor: At 3rd level, Red Ethergaunts receive a +1 natural armor bonus. This improves to a +2 natural armor bonus at 5th level, +3 at 8th, and +4 at 11th.

Material Jaunt (Su): At 5th level, Red Ethergaunts gain the Material Jaunt ability.

Enslave (Su): At 8th level, Red Ethergaunts can use the Enslave ability once per day. This improves to three times per day at 12th level.

Combat Casting: At 9th level, Red Ethergaunts receive Combat Casting as a bonus feat, even if they do not qualify for it. They do not gain a replacement feat if they already have Combat Casting.


White Ethergaunt
Source: Fiend Folio
HD: 11; LA: +5; ECL: 16; CR 13
White Ethergaunts are Medium creatures. They do not receive any bonuses or penalties due to their size.
White Ethergaunts are Aberrations. Since they are native to the Ethereal Plane, they gain the Extraplanar subtype when on other planes, including the Material Plane.
White Ethergaunts have Darkvision 60ft
White Ethergaunts gain Exotic Weapon Proficiency (etherblade) as a bonus feat. As Aberrations, Red Ethergaunts are also proficient with a simple weapons.
White Ethergaunts are exceptionally intelligent, and have a +2 racial bonus to their Intelligence score.
White Ethergaunts receive Khen-Zai as an automatic language, and can select Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Sylvan, Terran, and Undercommon as bonus languages.
Favored Class: Wizard


Medium Aberration

             Base
             Attack  Fort Ref  Will  Skill
Level  HD    Bonus   Save Save Save  Points      Ability Boost   Special                                          Spellcasting
1      1d8   +0      +0   +0   +2    (2+int)*4   +2 Dex          Feat, Total Vision (5 feet)                      1st
2      2d8   +1      +0   +0   +3    (2+int)     +2 Wis          Natural Armor +1, Stupefying Gaze (1)            1st
3      2d8   +1      +0   +0   +3    ---         +2 Int          Immunity to Spells (0th), Natural Armor +2       2nd
4      3d8   +2      +0   +0   +3    (2+int)     +2 Con          Feat, Total Vision (10 feet)                     3rd
5      4d8   +3      +1   +1   +4    (2+int)     +2 Int          Material Jaunt, Natural Armor +3                 3rd
6      4d8   +3      +1   +1   +4    ---         +2 Str          Immunity to Spells (1st), Stupefying Gaze (1d2)  4th
7      5d8   +3      +1   +1   +4    (2+int)     +2 Int          Total Vision (20 feet), Natural Armor +4         5th
8      6d8   +4      +2   +2   +5    (2+int)     +2 Dex          Feat, Enslave (1/day), Natural Armor +5          6th
9      6d8   +4      +2   +2   +5    ---         +2 Int          Immunity to Spells (2nd)                         6th
10     7d8   +5      +2   +2   +5    (2+int)     +2 Wis          Total Vision (40 feet), Natural Armor +6         7th
11     8d8   +6      +2   +2   +6    (2+int)     +2 Int          Stupefying Gaze (1d4), Natural Armor +7          8th
12     8d8   +6      +2   +2   +6    ---         +2 Cha          Enslave (3/day), Natural Armor +8                9th
13     9d8   +6      +3   +3   +6    (2+int)     +2 Int          Feat, Immunity to Spells (3rd)                   10th
14     10d8  +7      +3   +3   +7    (2+int)     +2 Con          Natural Armor +9                                 11th
15     10d8  +7      +3   +3   +7    ---         +2 Int          Natural Armor +10                                12th
16     11d8  +8      +3   +3   +7    (2+int)     +2 Dex          Immunity to Spells (4th)                         13th


Skills:
Class skills are Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (all), Listen, Move Silently, Profession, Sense Motive, Spellcraft, Spot, and Survival.

Ability Boost: As a White Ethergaunt gains levels, its ability scores increase, as noted on the table above. These increases are racial bonuses, and stack with each other and with the Red Ethergaunt's prior racial ability bonuses. White Ethergaunts retroactively gain bonus languages and skill points on their prior racial hit dice for Intelligence increases this way.

Total Vision (Ex): At 1st level, White Ethergaunts have the Total Vision ability out to 5 feet. This improves to 10 feet at 4th level, 20 feet at 7th level, and 40 feet at 10th level.

Spellcasting: White Ethergaunts cast spells as a Wizard of the level indicated on the table above.

Natural Armor: At 2nd level, White Ethergaunts receive a +1 natural armor bonus. This improves to a +2 natural armor bonus at 3rd level, +3 at 5th, +4 at 7th, +5 at 8th, +6 at 10th, +7 at 11th, +8 at 12th, +9 at 14th, and +10 at 15th.

Stupefying Gaze (Su): At 2nd level, a White Ethergaunt gains the Stupefying Gaze ability. This deals 1 point of Intelligence, Wisdom, and Charisma damage. At 6th level, this improves to 1d2 points of Intelligence, Wisdom, and Charisma damage. At 11th level, this becomes 1d4 points of Intelligence, Wisdom, and Charisma damage. The save DC of this ability is equal to 10 plus one half the White Ethergaunt's hit dice plus the White Ethergaunt's Charisma modifier.

Immunity to Spells (Su): At 3rd level, a White Ethergaunt becomes selectively immune to arcane spells of 0th level or lower. At 6th level, this ability applies to spells of 1st level or lower. At 9th level, this applies to spells of 2nd level or lower. At 13th level, this applies to spells of 3rd level or lower. At 16th level, this applies to spells of 4th level or lower.

Material Jaunt (Su): At 5th level, White Ethergaunts gain the Material Jaunt ability.

Enslave (Su): At 8th level, White Ethergaunts can use the Enslave ability once per day. This improves to three times per day at 12th level.






If you just copy and paste the tables and stick them inside [pre] tags, it will look good. Don't worry about reformatting it. This is true for the Reth Dekala, and for the rest of the savage progressions I'll be posting.
« Last Edit: April 09, 2010, 10:01:44 PM by Garryl » Logged

A Guide to Free D&D - A resource of free, official D&D resources on the web.
General listing of my homebrew.
Links to things I've worked on
Idiot Crusader, refreshing maneuvers for free every round.
The Opposed Checks Handbook - Under construction.
Adaptations Handbook - Under construction.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #15 on: April 11, 2010, 10:03:47 AM »

Okay, I just learned something about these boards -- evidently, there is a character limit for each post.   Who would have guessed that 40,000 characters would add up so quickly (can't even get 8 whole creatures fit in to the monster post)?   

So, unless anyone else has any other ideas, I'm just gonna have to do some internal linking (otherwise, there are gonna be problems, no matter how concise these things are written). Shrug
« Last Edit: April 11, 2010, 10:15:47 AM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #16 on: July 05, 2010, 12:31:24 PM »

Gargoyle:
Source: MM
HD: 4
LA: 5
Medium Humanoid (Earth)
HD: d8
skill points/HD: 2+int (x4 at 1st)
Feats: gain a feat at levels 1 and 5

lvl  HD   BAB  Fort  Refl  Will     Special
1   1d8  +1    +0    +2    +2   
2   1d8  +1    +0    +2    +2   
3   2d8  +2    +0    +3    +3
4   2d8  +2    +0    +3    +3
5   3d8  +3    +1    +4    +4
6   3d8  +3    +1    +4    +4
7   4d8  +4    +1    +4    +4
8   4d8  +4    +1    +4    +4
9   4d8  +4    +1    +4    +4 


still working on it -- will finish later today
Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
Littha
Man in Gorilla Suit
*****
Posts: 2155



Email
« Reply #17 on: July 05, 2010, 12:41:36 PM »

Battle Dragon
Source: Draconomicron
HD: 16
LA: 4

Still needs a bit of work, last level is probably not worth taking...
Logged

wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #18 on: July 05, 2010, 08:32:28 PM »

Battle Dragon
Source: Draconomicron
HD: 16
LA: 4

Still needs a bit of work, last level is probably not worth taking...
got it.  thanks.
Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
wotmaniac
Man in Gorilla Suit
*****
Posts: 2207


Emperor's Enforcer


« Reply #19 on: October 15, 2011, 01:16:49 PM »

This one is by request:

Maedar  (male medusa that has no gaze attack, but has other abilities)
Source: Dragon Magazine #355, p.44
HD: 6 (d8)
LA: +4
Type: Monstrous Humanoid ; Favored Class: Ranger
skill points/HD: 2+int (x4 at 1st)
Feats: gain a feat at levels 1, 4, and 10
Speed: 30
Attacks: 2 slam attacks = 1d6 damage

lvl   HD   BAB  Fort  Refl  Will     Special
 1   1d8  +1    +0    +2    +2     +2 STR ; Immunities ; Medusa Blood (Ex) ; Darkvision 30'
 2   2d8  +2    +0    +3    +3     +2 DEX ; Ferocity (Ex) ; Natural Armor +1
 3   2d8  +2    +0    +3    +3     +2 CON ; Earth Walk (Su) (half speed)
 4   3d8  +3    +1    +3    +3     +2 INT ; Adamantine Strike (Ex) ; Darkvision 60'
 5   3d8  +3    +1    +3    +3     +2 WIS ; Natural Armor +1 ; Stone to Flesh (Su) 1/day (1' x 1' , objects only)
 6   4d8  +4    +1    +4    +4     +2 CHA ; Stone to Flesh (Su) 2/day (1' x 3')
 7   4d8  +4    +1    +4    +4     +2 STR ; Stone to Flesh (Su) 3/day (1' x 5')
 8   5d8  +5    +1    +4    +4     +2 DEX ; Natural Armor +1 (total = +3) ; Earth Walk (Su) (full speed)
 9   5d8  +5    +1    +4    +4     +2 CON ; Stone to Flesh (Su) 4/day (2' x 5')
10   6d8  +6    +2    +5    +5     +2 STR ; Transfer Essence ; Stone to Flesh (Su) 5/day (full use as per normal spell description)
Description of abilities:
Immunities (Su): A maedar is immune to petrification and paralysis, as well as any magic intended specifically to inhibit movement such as hold person and slow. A maedar is also immune to the poisonous bite of a medusa's serpentine hair.

Medusa Blood (Ex): For all special abilities and effects, a maedar is considered a medusa. (for example, a maedar can use items that are specifically made for medusas)

Ferocity (Ex): A maedar can continue to act normally, without penalty, even while disabled or dying.

Adamantine Strike (Ex): a maedar's slam attack is treated as adamantine for overcoming DR and hardness.

Earth Walk (Su): A maedar can move through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The maedar requires a full round of concentration to activate this power, or to deactivate it. The maedar moves at its normal speed without hindrance, leaving behind no tunnel or hole, nor creating any ripple or other signs of its presence. A move earth spell cast on an area containing a maedar in earth flings the maedar back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Stone to Flesh (Su): as per spell, as a melee touch attack, with the level-adjusted exceptions.  CL = 2*HD (max 12)

Transfer Essence (Su): If a maedar reaches 0 hit points and remains conscious, it can transfer its life force into the surrounding earth and rocks. This act kills the maedar’s body, but its spirit lives on. The maedar’s consciousness drifts through the ground until it encounters gemstones, such as feldspar or amethyst. The maedar’s spirit will permanently merge with such a rock crystal, becoming a glyptar (see below). The maedar’s mind eventually goes irrevocably mad from being trapped inside a tiny stone.
-- GLYPTAR
A glyptar is a tiny crystal animated by the spirit of a maedar. When first formed, a glyptar is usually buried below the earth, and unable to free itself. If removed intact from the ground, the maedar’s spirit will be able to animate the crystal. A glyptar can fly at a speed of 25 feet per round, with perfect maneuverability. The glyptar retains the maedar’s mental abilities (Int, Wis, Cha).

A glyptar can animate objects, as the spell, if firmly attached to an inorganic item (Caster level 20). Such objects have the glyptar’s mental stats, and are directly under control of the glyptar. If a glyptar is set in the hilt or handle of a melee weapon, the weapon will function as if it has the dancing quality, allowing the glyptar to make attacks with the weapon using the maedar’s base attack bonus, and Strength bonus to damage. If a glyptar is set in the eye of a stone statue, the glyptar can animate the statue as if it were a stone golem. All of these effects end if the glyptar is removed or removes itself from the item.

A glyptar retains all of the maedar’s powers, except for the ability to transfer its spirit. A glyptar can use its stone to flesh attack, and can use this power through any object it is animating. A glyptar can use earth walk, taking any object it is animating with it. A glyptar also has the same immunities as a construct. It has both darkvision 90 feet and low-light vision.

A glyptar only cooperates with living beings when it chooses to do so, and cannot be forced to comply. A glyptar is immune to telepathy and cannot speak, but can use an appropriate animated object to write out messages in any language that the maedar understood.

The only way to destroy a glyptar is to shatter its stone, which will free the maedar’s spirit to take its place in the afterlife.  A glyptar has damage reduction 8/adamantine, and has 5 hit points.

------------

This one was pretty tough.  High ECL, with so few abilities (and level-appropriateness of some of those abilities); it was difficult just to not make it clunky.
Not my best work; but it is what it is.  Comments/improvements welcome.
« Last Edit: October 15, 2011, 01:26:13 PM by wotmaniac » Logged


If you stop ignoring 289 pages telling what the intent is to stretch "more power" in your own god complexion of your interpretation trumps all to cover ability adjustments from aging then I will ignore a quarter page of rules that exist within a sidebar.
I think in this case the grammar is less important than whether the Str and Dex bonus provided to your created undead scales.

Greenbound Summoning RAI
Expanded Gestalt
More Savage Progressions
Report any wrongs I have done here.
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!