Monster Prestige Classes (A Reprint)

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Re: Monster Prestige Classes (A Reprint)

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Empusa
Pathfinder, here. CR 13, level 13.

Vengeful Vespid
We need more bug Outsiders, obviously. And this time, it's not Evil - I know, there are Demon Flies, Other Demon Flies, Demon Locust/Scorpions, Demon Spiders, Other Demon Spiders, Demon Robot Spiders, Devil Wasps, Devil Wasp Swarms, Demon Ant Swarms, Cold Devil Mantids, Boney Devil Scorpions (sort of) and probably more. Sure, there are Angel Butterflies and Lawful Ants, but let's look at the Empusa, a Chaotic Wasp. Naturally a sexy Wasp Lady. Honestly I could have just gone with Queen Q Bee for this, and maybe I should do one that does that, because obviously this obscure "made as a servant for that one specific PF goddess" monster needs two prestige classes. But whatever. This one lets you have a pet Beedrill (well a summon), which is what everyone wants in life, and also has some illusions but mostly murders her attackers in close combat.

Hit Die: d8
Skill Points: 6 + Int
Class Skills: Balance, Concentration, Decipher Script, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot
LevelBABFortRefWillSpecialMove Tutor
1+1+0+2+2Whiplash Fury, Spell Vengeance, Wasp CallerSwords Dance
2+2+0+3+3Illusionary Guile, Fury AttackDouble Team
3+3+1+3+3Vengeful Retribution, Sneak Attack +1d6Toxic
4+4+1+4+4Deceptive Form, Fell StingerU-Turn
5+5+1+4+4Lash Mastery, Mega EvolutionDrill Run
6+6+2+5+5Vengeful Presence, Sneak Attack +2d6Defog
7+7+2+5+5Avatar of Vengeance, Destiny StingerGunk Shot

A note on Delivered Vengeance: various abilities refresh their usage when "Vengeance is Delivered". This isn't a normal game term, so it applies whenever the Vengeful Vespid slays a target who she is specifically called upon to slay out of revenge (typically when called by a spell such as Planar Binding or Planar Ally or Gate, but this can also be a player character given the task of vengeance by an NPC), or who has incapacitated one of her standard allies (ie another player in an adventuring party, not a summon or hireling) via Death, Destruction, Imprisonment, or spells that permanently Paralyze or Petrify targets, or who has reduced her personally to under 10% of her Maximum Hit Points. In either case, the foe must still be strong enough to be considered a challenge - the minimum CR is her own character level minus 7.

Spell Vengeance (Su): the Vengeful Vespid's Spell Resistance continues to increase at the rate of +1 per level. However, in response to being targeted she may use an Immediate Action to lower her Spell Resistance. This shares the effects with the caster, allowing them their own Saving Throw (if appliccable) but not Spell Resistance. This applies against anything that actually does allow Spell Resistance normally.

Whiplash Fury (Su): the Vengeful Vespid's Lash has a x3 Critical Multiplier, and additionally, any time a foe is damaged by the Lash attack, they must make a Will Save against a [Mind-Affecting] [Fear] effect. The Save DC is 6 + half her hit dice + her Charisma Bonus, and failure causes them to be Shaken for one minute. This does stack with other sources of fear (to Frightened, Panicked, Cowering then Comatose), but not with itself, and a successful save renders the target immune to this ability for the rest of the day.

Wasp Caller (Sp): once per day, the Vengeful Vespid can use a Full Round Action to summon the greatest of vengeful angry wasps, Beedrill. Yes this is a wasp and not a bee. It makes pain and death instead of honey. Anyway it lasts for one hour or until slain, and is considered a Summoned Monster for all purposes. It has 13 hit dice at first level, and gains an extra hit die per level beyond this, learning new moves. At level 6, she may summon one with Sniper instead of Swarm if she wants. When Vengeance is Delivered, she refreshes her daily use of this ability, providing it is expended.

Move Tutor (Su): in games that use Pokemon rules, the Vengeful Vespid is a legitimate Move Tutor who can spend an hour to teach a pokemon one of the Tutor Moves available to her, providing it is listed as a Tutor Move for them. Regardless of whether using these rules or not, any time she Summons a Beedrill, it may have one of the available Tutor Moves. Unfortunately for you, I will not be detailing these moves here, so you'll sort of have to wait until the Pokemon project gets that far.

Illusionary Guile: starting at level two, the Vengeful Vespid can cast Mirror Image at will as a Spell-Like Ability, and also increases the Will Save DC of all of her Illusion effects by +4 (although not any further effects, so the Disbelief DC for Phantasmal Vengeance is 4 higher than the Fort Save DC). Additionally, when Vengeance is Delivered, she refreshes all daily uses of Mislead and Phantasmal Vengeance.

Fury Attack (Ex): if he second-level Vengeful Vespid attacks a foe two rounds in a row, and takes any damage between those two turns, she is angered, gaining a +2 Morale Bonus on attack and damage rolls for the second round. If she keeps attacking the same opponent and taking damage, this will stack, becoming +4 on the third turn, then +6 and so on.

Vengeful Retribution (Ex): starting at level three, any time anybody succeeds at hitting the Vengeful Vespid, they provoke an Attack of Opportunity from her. Additionally, any time a foe damages her, then until the end of her next turn, she can add her Charisma Bonus to all weapon damage she deals to them. Finally, when Vengeance is Delivered, she refreshes her daily use of True Seeing.

Sneak Attack (Ex): at levels 3 and 6, the Vengeful Vespid's Sneak Attack damage increases by 1d6.

Deceptive Form: at level four, the Vengeful Vespid's Charisma increases by 2, her Mirror Image becomes Greater Mirror Image as a constant effect she can choose to suppress at will, and she can cast Retributive Image three times per day as a Spell-Like Ability, though all uses are refreshed when Vengeance is Delivered.

Fell Stinger (Su): with a Standard Action, the level four Vengeful Vespid can make a single Lash attack against a target. It this reduces the target below 1 hit point, or the initial damage from the Poison reduces an Ability Score to zero, she is then fully empowered by the experience and the joy of murder, gaining a +8 Enhancement Bonus to Strength for one minute.

Lash Mastery (Su): starting at level five, the Vengeful Vespid's Lash attack has a Critical Threat of 19-20 (with a x3 Multiplier), and any confirmed Critical Hit also bestows a Suggestion instead of the [Fear] effect. The Save DC is the same (6 + half her hit dice + her Charisma Bonus), success results in immunity to the Suggestion for the rest of the day, but saving against one of these does not confer immunity to the other.

Mega Evolution (Sp): once per day, the fifth-level Vengeful Vespid may cause her summoned Beedrill to Mega Evolve. This lasts for one minute. The daily use is refreshed when Vengeance is Delivered.

Vengeful Presence (Ex): at level six, the Vengeful Vespid may make a Demoralise attempt as an Attack Action, or as a Swift Action against anyone who has damaged her within the same encounter. Against foes afflicted by any kind of [Fear] effect, she gains a +2 Morale Bonus to Armour Class and Saving Throws. Finally, against anybody who has dealt any damage to the Vengeful Vespid in the encounter, her Lash gains a critical value of 15-20/x5 (as though it had 18-20/x3 but both were doubled, so further multipliers will not increase it to wilder levels).

Avatar of Vengeance (Su): once per day, the seventh-level Vengeful Vespid may channel pure vengeance as an unrelenting monster of harm. This requires a Full Round Action, and for the following minute she gains the effects of Mind Blank, Greater Invisibility, Stone Skin, Fire Shield, Acid Sheath, Babau Slime, Balor Nimbus and Death Armour. This is refreshed when Vengeance is Delivered.

Destiny Stinger (Su): with an Immediate Action upon being hit by an attack that would reduce her below zero HP or kill her outright, the level seven Vengeful Vespid may make a single Lash attack against her attacker if they are within reach. If this hits, the target takes damage and poison as normal, along with the other effects, and must pass a Fortitude Save (DC 10 + half her hit dice + her Constitution Bonus) or die, as a [Death] effect. She then dies properly after this, even if she had only been reduced to negative hit points or has a sneaky way to avoid death. However will people bring back a dead character at level twenty?
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Re: Monster Prestige Classes (A Reprint)

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Loving the bug monster class. Much needed.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Procyal Agathion
Pathfinder, here. CR 8, level 9.

Divine Trickster
Everyone loves raccoons, right? I wouldn't know, we don't get them in Australia. But they seem like delightful chaps, the kind of creature that absolutely isn't a vermin and a menace but is a lovable trickster that serves as the main character of a cartoon or something. Wait, foxes often get that role and people shoot those. Well never mind, this is a Good creature that is all smiles, and has a bunch of abilities related to trickery and being annoying. Have fun with this.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: all skills that actually exist
LevelBABFortRefWillSpecial
1+0+2+2+0Mischief Maker, Skill Focus: Stealth, Animate Objects 1/day, Bungle at will
2+1+3+3+0Raccoon's Cunning, Skill Focus: Perception
3+2+3+3+1Shapechanger's Guise, Symbol of Laughter 3/day
4+3+4+4+1Trickster's Luck, Skill Focus: Disable Device
5+3+4+4+1Enchantment Mastery, Song of Discord 3/day, Power Word: Blind 1/day
6+4+5+5+2Raccoon's Grace, Skill Focus: Sleight of Hand
7+5+5+5+2Shapeshifter's Guile
8+6+6+6+2Deceptive Trickster, Skill Focus: Bluff
9+6+6+6+3Master of Illusions, Shades 1/day
10+7+7+7+3Prankster's Grace, Euphoric Tranquility 1/day
11+8+7+7+3Trickster's Transcendence, Overwhelming Presence 1/day

Mischief Maker (Ex): the Divine Trickster's Dexterity increases by 2. Additionally, it may Feint in place of any attack. For every 5 full points by which the Feint check exceeds the opponent's roll, the effect lasts a full extra round - they can still act normally on their turn, but they are still denied their Dexterity Bonus to AC and various other effects will apply.

Spell-Like Abilities (Sp): as it gains levels, the Divine Trickster gains access to an array of Spell-Like Abilities.

Skill Focus: at most levels, the Divine Trickster gains Skill Focus as a Bonus Feat with some skill or another. This is the Pathfinder version which grows slightly at a certain number of ranks. If you're not using PF Skills, gain Skill Focus: Hide at level 1, Skill Focus: Spot at level 2, Skill Focus: Move Silently at level 3, Skill Focus: Listen at level 5, and Skill Focus: Search at level 7.

Raccoon's Cunning (Ex): at level two, the Divine Trickster's Intelligence increases by 2. Additionally, any time it takes on a creature's shape (including approximating the shape of a creature via a Spell-Like Ability such as Beast Shape), it instantly knows the defences of that specific creature as well as typical creatures of that kind. This doesn't mean specific numbers, merely "It Resists these elements", "It has Damage Reduction overcome by this thing", "It has Regeneration beaten by such and such", "You can't land critical hits against this", "It has Spell Resistance", "It is Immune to these" and similar.

Shapechanger's Guise (Su): upon reaching level three, the Divine Trickster can cast Beast Shape 4 as a Spell-Like Ability at will, however it can't cast other Spell-Like Abilities in this form. Upon taking any shape, including approximate forms with this ability, it knows about all the natural weapons and special attacks available to the specific creature and typical creatures of that type.

Trickster's Luck (Su): starting at level four, the Divine Trickster can reroll any natural 1 made for an attack roll or saving throw. Additionally, it somehow stumbles out of harm's way or is just barely missed at opportune times, represented as being able to take a 5' step as an Immediate Action. It also gains the Power Slide ability of a Jester, somehow seeming to be knocked further away by attacks and being lucky enough to avoid getting splattered.

Enchantment Mastery (Ex): the fifth-level Divine Trickster's Spell-Like and Supernatural Abilities that replicate Enchantment spells all gain +2 to the Save DC, increased to +4 if the target is denied their Dexterity Bonus to Armour Class. Furthermore, if a foe is under the effects of an Enchantment ability the Divine Trickster created, it gets a +6 Bonus to all attempts to Feint, Trip, Steal from or perform a Dirty Trick against them.

Raccoon's Grace (Ex): upon reaching level six, the Divine Trickster's Dexterity increases by 2. Additionally, whenever it moves at least 30 feet in a round, it gains a Blur effect until the start of its next turn as an Extraordinary Ability.

Shapeshifter's Guile (Su): at level seven, the transformation abilities of the Divine Trickster are even better. It can now also cast Giant Form 2 and Fey Form 3 as Supernatural Abilities, and in these forms can still cast its normal Spell-Like Abilities. Additionally, when taking the form of any creature, including approximate forms from these abilities, it instantly knows all of the Special Qualities of the specific creature as well as standard creatures of their kind.

Deceptive Trickster (Su): the eighth-level Divine Trickster can cast Mislead and Baleful Shadow Transmutation once each per day, and furthermore if a foe should provoke an Attack of Opportunity from it, it can instead cast an Illusion or Enchantment Spell-Like Ability out of turn. This expends the Attack of Opportunity still.

Master of Illusions (Su): any Illusion brought about by the ninth-level Divine Trickster, if it has a certain percentage of realness, is +20% more real. For instance a Shadow spell that is 50% real for those who Disbelieve becomes 70% real. It may also cast Greater False Vision at will, and with one minute can make a Forgery check to create a temporary magic scroll (a single Arcane or Divine spell, the scroll only retaining its magic for 1d4 minutes thereafter). The DC is 20 plus double the Spell Level.

Prankster's Grace (Ex): at level ten, the Divine Trickster's Charisma increases by 2. Additionally, if it successfully Feints a foe, they become Confused for the duration. Against a foe it successfully Feinted or that is suffering from any of its Enchantment effects, th Divine Trickster may add its Charisma Bonus as a Luck Bonus to Armour Class and Saving Throws.

Trickster's Transcendence (Su): at level eleven, if the Divine Trickster has Feinted a foe successfully, its Enchantment effects completely bypass their Spell Resistance/Immunity as though they stated SR: No. Additionally, it can almost cheat death: if killed or knocked unconscious, one of its Spell-Like Abilities is cast as though it were a spell in a Contingency effect. Additionally, if ever subject to a [Death] effect, it may use an Immediate Action to attempt a Bluff check opposed by a Caster Level check (or regular level check for [Death] effects that aren't *cast*). If it wins, it is no longer the target of the [Death] effect, the original caster (or origin of the effect) is instead.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Agathion: Vulpinal
Pathfinder, here. CR 6, level 7

Serene Arbiter
The Vulpinal exists mostly to bring peace and tranquility to the world, to calm people down. Sure, it occasionally will smite evil with magic or with claws, but mostly it's a nice happy friend who keeps everyone calm. Or in other words, denies actions with Enchantment effects. The Serene Arbiter mostly continues this way of life, and adds some healing to the side.

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Craft (Any), Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Any), Listen, Move Silently, Perform (Any), Search, Sense Motive, Spot, Tumble
LevelBABFortRefWillSpecial
1+0+0+2+2Peaceful Presence, Lesser Vigor 10/day
2+1+0+3+3Harmonic Resonance, Lay on Hands +1d6
3+1+1+3+3Aura of Tranquility, Peacebond at will
4+2+1+4+4Celestial Empathy, Shatter Mind Blank at will, Lay on Hands +2d6
5+2+1+4+4Merciful Smite, Flame Strike 3/day
6+3+2+5+5Tranquil Mind, Hold Monster 3/day, Lay on Hands +3d6
7+3+2+5+5Radiant Healing, Heal 1/day
8+4+2+6+6Shielding Aura, Lay on Hands +4d6
9+4+3+6+6Serene Channeling, Euphoric Tranquility 3/dayHeal 2/day
10+5+3+7+7Agathian Intervention, Lay on Hands +5d6
11+5+3+7+7Aura of Peace, Serenity 3/day
12+6+4+8+8Divine Grace, Heal 3/day, Lay on Hands +6d6
13+6+4+8+8Emissary of Harmony, Mass Heal 1/day

Peaceful Presence (Su): the Serene Arbiter's Wisdom increases by 2 at first level. Additionally, its Calming Aura is twice as large, and against creatures within this area, it may cast Charitable Impulse & Touch of Mercy as Supernatural Abilities at will.

Spell-Like Abilities (Sp): as it gains levels, the Serene Arbiter learns new Spell-Like Abilities. In the case of Flame Strike, it uses the Kaelik Cleric version.

Harmonic Resonance (Ex): starting at level two, the Serene Arbiter has greater internal harmony, which can help it make external harmony. With an Immediate Action at will, it can add its Charisma Bonus to saving throws against [Mind-Affecting] effects in response to being targeted by something, the benefit lasting until the beginning of its next turn. Additionally, with a Swift Action at will, it may add its Wisdom Bonus to any Charisma-based Skill checks or Ability checks made during its turn, as well as to any bonuses it grants via Aid Other, Flanking, and Teamwork feats.

Lay on Hands: at every even level, the Serene Arbiter's Lay on Hands ability increases by 1d6.

Aura of Tranquility (Su): at level three, the Serene Arbiter's Calming Aura carries greater tranquility. It always benefits from Sanctuary while the aura lasts, against foes that are in the area. Any time it breaks its own Sanctuary, it no longer applies for the rest of the day against anything that was in the aura. Similarly, if a creature succeeds on the saving throw, they can ignore the Sanctuary for the rest of the day even if it leaves and re-enters the aura. Additionally, all foes take a -4 Penalty on attack rolls while in the aura.

Celestial Empathy (Su): starting at level four, the Serene Arbiter is less likely to hurt its own allies. They gain a bonus to saving throws against its spells, equal to its Wisdom Bonus, and it gains a single Mercy like a sixth-level (PF) Paladin. Additionally, it gains the ability to cast Cure Critical Wounds, Mass Cure Moderate Wounds and Mass Lesser Vigor three times each per day.

Merciful Smite (Su): the fifth-level Serene Arbiter can choose to apply the Merciful weapon quality on all forms of damage it deals, whether natural or manufactured weapons, activating magic items, or casting damaging Spell-Like or Supernatural Abilities.

Tranquil Mind (Ex): at level six, the Serene Arbiter's Wisdom increases by another 2, and it gains the Slippery Mind ability.

Radiant Healing (Su): starting at level seven, the Serene Arbiter casts all [Healing] spells, whether through Spell, Spell-Like Ability, Supernatural Ability or activated magic item, at +2 Caster Levels. Additionally, they all heal +2 HP per die rolled, including when using its Lay on Hands ability. Finally, upon casting these spells (but not using Lay on Hands), it can choose to have each healed target unleash a beam of holy light. It designates the enemy targets, which must be within 30 feet of the healed targets, and rolls Ranged Touch Attacks for these. If they hit, they deal positive energy damage equal to the amount of healing, which is a [Light] effect.

Shielding Aura (Su): with a Swift Action at will, the eighth-level Serene Arbiter can raise an aura of protection that grants it a Shield Bonus to Armour Class equal to its Wisdom Bonus until the start of its next turn. With a Full Round Action, it may apply this to every ally within its aura. Additionally, it can cast Shield Other at will against allies within its aura.

Serene Channeling (Su): at level nine, the Serene Arbiter gains the ability to Channel Positive Energy just like a Good Cleric with a class level equal to its hit dice. Choose whether you want to make this the Energy Pool of the Kaelik Cleric (but only healing the living and damaging undead), or the Channel Energy ability of a Pathfinder Cleric. When you decide, that's locked in and you can't change your mind. This is in addition to its Lay on Hands ability, which now gains a second Mercy, like a ninth-level (PF) Paladin. Furthermore, it may add its Wisdom Bonus to all damage it deals via Spell-Like Abilities.

Agathian Intervention (Su): once per day, the tenth-level Serene Arbiter may either cast Miracle, Teleport Circle or Gate (travel version only), or may summon an encounter of Agathion allies as a Full Round Action. They arrive as though by a Summon Monster spell, and remain for 5 minutes, and have a combined Encounter Level of up to 16, increasing by 1 at every level thereafter.

Aura of Peace (Su): upon reaching level eleven, the Serene Arbiter's aura is even stronger. Enemies within 30' of it take a -4 Penalty to Will Saves. Additionally, providing it has not "broken" its Sanctuary yet in that encounter, it may cast Waves of Ecstasy as a Supernatural Ability. Doing so breaks its Sanctuary so it can't do it twice in the same encounter.

Divine Grace (Su): starting at level twelve, the Serene Arbiter adds its Charisma Bonus as a Resistance Bonus to all of its saving throws.

Emissary of Harmony (Su): at level thirteen, the Serene Arbiter becomes Immune to Fear and gains a third Mercy, like an eighteenth-level (PF) Paladin. Additionally, once per encounter it may cast Overwhelming Presence as a Supernatural Ability.
Last edited by Koumei on Sun Jul 09, 2023 6:05 am, edited 1 time in total.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Kyton: Oitos
Pathfinder, here. CR 11, level 12.

Auric Revenant
The Oitos is a gold skeleton. And he turns other people into gold skeletons too! Isn't that great?
Yeah, this gains some spell-like abilities, as well as auras, and more transformations that make life worse for other people.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Concentration, Decipher Script, Diplomacy, Forgery, Intimidate, Knowledge (Any), Listen, Spot, Tumble
LevelBABFortRefWillSpecial
1+0+2+0+2Gilded Touch, Resonating Word 1/day, Waves of Exhaustion 1/day
2+1+3+0+3Aura of Gilt, Firebrand 1/day, Eyebite 3/day
3+2+3+1+3Fleshrend, Transmute Blood, Sunburst 1/day
4+3+4+1+4Gilded Resilience, Horrid Wilting 1/day, Flesh to Salt 1/day
5+3+4+1+4Transmute Eyes, Incendiary Cloud 1/day
6+4+5+2+5Brilliant Golden Aura, Soul Bind 1/day, Orbital Laser* 1/day
7+5+5+2+5Gilded Fortitude, Scribe's Binding 1/day, Detonating Grasp* 1/day
8+6+6+2+6Auric Ascendence, Transmute Blood to Acid 3/day, Aurora Assault* 1/day

Spell Resistance: every level, the Auric Revenant's Spell Resistance increases by 1.

Gilded Touch (Su): the Auric Revenant no longer needs to land a critical hit in order to transform people's bones into gold. With a Standard Action, it may make a melee touch attack. If this hits, the target must succeed on a Fortitude Save (10 + half its hit dice + its Charisma Bonus) or be effectively Petrified for one round as they temporarily suffer the transformation. When the effects end, they still suffer from partial effects, taking 1d6 points of Dexterity damage. If reduced to 0 Dexterity from this, the transformation becomes permanent and they are Petrified for all eternity. This is considered a Transmutation. Also the base value of a golden skeleton it creates increases to 5,625 for a Medium Creature as it is becomes entire solid gold, not just hollow.

Spell-Like Abilities (Sp): at every level, the Auric Revenant gains access to one or more new Spell-Like Abilities. Any Spell-Like Ability may be recharged with a Standard Action by offering up 1,000 GP per Spell Level of transformed victims. They simply disappear, and power is regained. An asterisk denotes the spell is found here.

Aura of Gilt (Su): starting at level two, the Auric Revenant has a 10' aura that both reinforces its own permanence but also weakens others against being transformed. Anyone in the area aside from the Revenant itself suffer a -4 Penalty on Saving Throws against Necromancy effects and Transmutation effects, as well as to their Caster Level when creating such effects. The Revenant gains a +4 Bonus to Saving Throws against them.

Fleshrend (Su): starting at level three, the Auric Revenant may use a Standard Action to make a melee touch attack. If this hits, flesh is torn from the target's body, dealing 1d8 damage per hit die, with a Fortitude Save for half (10 + half its hit dice + its Charisma Bonus). If they fail the save they are also Staggered for one round.

Transmute Blood (Su): when the third-level Auric Revenant successfully delivers its regular Golden Bones ability or permanently transforms a target entirely with Gilded Touch, it also transmutes their blood into ink - 210 ounces for a typical Medium creature that actually has blood. As such, if bottled this has a value of 1,680 for a normal Medium creature. As expensive as this is, and valuable for writing, it's not valuable for living, and at the end of the target's next turn, they drop to zero hit points, then -1 at the end of their next turn, and one round after that they die.

Gilded Resilience (Ex): at level four, the Auric Revenant's Natural Armour increases by 2, and it also gains a +2 Bonus on saving throws against Negative Energy and [Death] effects (stacking with the Aura of Gilt bonus). Every two levels beyond that, these bonuses both increase by 1.

Transmute Eyes (Su): with a Standard Action, the fifth-level Auric Revenant may glare at a target within Close Range, and if they don't avert their gaze for a round (requiring a Reflex Save, DC 10 + half its hit dice + its Charisma Bonus), they must attempt a Fortitude Save (same DC). If that is failed, their eyes instantly turn into expensive jewels, rendering them permanently Blind. This protects them from the effects of having their eyes burned out by the critical hits of the Revenant (and if that happens first, they are immune to this ability until restored). These gems are, combined, expensive enough to be used as a material component for Trap the Soul for the target in question (1,000 GP per hit die). This is a Transmutation.

Brilliant Golden Aura (Su): upon reaching level six, the Auric Revenant's aura shines so bright as to shed light like a torch. Additionally, other things in the area also suffer the -4 Penalty to saving throws against [Fire] and [Light] effects, and to their Caster Level for [Darkness] or [Acid] effects. Its +4 Bonus also applies to Saving Throws against [Darkness] and [Acid].

Gilded Fortitude (Ex): the seventh-level Auric Revenant's Constitution increases by 2. Additionally, it gains Immunity to Petrification, and a 50% chance to negate extra damage from Critical Hits and Sneak Attacks, as well as a 50% chance to negate any Transmutation effect it doesn't want to be affected by.

Auric Ascendance (Su): at level eight, the Auric Revenant gains the ability to, once per day, use a Swift Action to enter an ascended state for one minute. During this time, its Damage Reduction increases to 25, it gains Immunity to [Fire] and [Light] effects, it gains a Spell Reflection effect, and with the same Standard Action it may use both Gilded Touch and Fleshrend, and its Transmute Eyes ability simply becomes a Gaze attack. By using a Full Round Action, it may offer up 10,000 GP worth of transformed foes (gold skeletons, salt bodies, eye gems, ink blood) to the shadow realm, letting them fade to nothing, and in doing so recharges the ability to enter the ascended state.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Kyton: Ostiarius
Pathfinder, here. CR 5, level 7.
Has bearproof Regeneration and daily (Lawful Evil) party-wide Planeshift (albeit only to the Prime and Shadow). So you can't do "Your LE party are trapped in Elysium" as a plot for longer than six seconds.


Dark Mistress
We already have the Horned Reaper from Dungeon Keeper, and one of the Hell Hound options lets you become a Cerberus, and goblins can just take levels in crafting-based things, so now we have the Dark Mistress. Instead of having access to a bunch of regular Spell-Like Abilities, or having a regular casting progression, the Dark Mistress gets a bunch of shadow magic (not as good as real casting) and maneuvers (likewise). She also gets to borrow from the Kaelik Barbarian by getting advantages from damage (by refreshing maneuvers) and status effects (by being able to shake it off in exchange for damage, which then refreshes maneuvers), but is much more vincible and destructible. So it's an assortment of different abilities if you like to have a bunch of options (and using all of your Move, Standard and Swift/Immediate Actions), but generally not the best options.

Hit Die: d10
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Any), Listen, Move Silently, Sense Motive, Spot, Swim, Tumble, Use Rope
LevelBABFortRefWillSpecial
1+1+2+0+2Shadow Magic 1-4, Maneuvers, Violently Prepared, Compel Courage
2+2+3+0+3Gleeful Interception, Enhanced Shadow Magic 1-3
3+3+3+1+3Shadow Magic 5
4+4+4+1+4Shake It Off
5+5+4+1+4Shadow Magic 6
6+6+5+2+5Enhanced Shadow Magic 4-6, Reactive Charge
7+7+5+2+5Shadow Magic 7
8+8+6+2+6Mastered Shadow Magic 1-3, Horrifying Willingness
9+9+6+3+6Shadow Magic 8, Betrayal
10+10+7+3+7Mastered Shadow Magic 4-6
11+11+7+3+7Shadow Magic 9
12+12+8+4+8Perfected Shadow Magic 1-3
13+13+8+4+8Enhanced Shadow Magic 7-9, Demand Attention

Shadow Magic: the Dark Mistress can utilise Shadow Magic, with a Caster Level equal to her hit dice total. At first level, she selects five Apprentice Paths and can cast each of their Mysteries once per day as Spells, and also selects five Initiate Paths and can cast their first (level four) Mysteries once per day as Spells. At level 3, she gains the second (level five) Mysteries as Spells once per day. At level 5, she gains the third (level six) Mysteries as Spells once per day. At level 7, she selects four Master Paths and can cast each of their first (level seven) Mysteries as Spells once per day. At level 9, she gains the second (level eight) Mysteries as Spells once per day. At level 11, she gains the final (level nine) Mysteries as Spells once per day.

Maneuvers: the Dark Mistress is an Initiate, with an Initiator level equal to her hit dice total. The maximum Maneuver Level she can learn is equal to half her Initiator level, round down. At first level, she has 4 Maneuvers and 2 Stances known, and can ready 4 Maneuvers at a time. At every level thereafter, she gains another Maneuver Known. At levels 3 and 9, she learns another Stance. At levels 4 and 10, she can ready another Maneuver at a time. She has access to the Disciplines of Shadow Hand, Dread Crown, Hollow Nymph, Blighted Serpent, Bone Crown, Chthonic Serpent, Doppelganger's Shadow and Unseen Shackles. That's a lot to choose from, but she doesn't actually have a huge number of Maneuvers known so probably only wants to pick 2-3.

Violently Prepared (Su): the Dark Mistress loves violence, and covering the battlefield in blood - anyone's blood will do. With a Standard Action at will, she may make an attack against a foe. If it deals any Hit Point damage, she can regain use of one of her expended maneuvers, readying it again. When taking damage, she may regain use of one expended maneuver per 20 full points of damage taken (non-lethal damage counts, but losing Temporary Hit Points does not).

Compel Courage (Su): the Dark Mistress adds her class level to her effective Bard level to determine the benefits of her Compel Courage ability, but still doesn't gain any new performances.

Gleeful Interception (Ex): starting at second level, the Dark Mistress can use an Immediate Action at will to exchange places with a willing adjacent creature in response to an attack directed at the ally. Doing this makes her the new target, forcibly redirecting it towards her.

Enhanced Shadow Magic (Sp): at second level, the Dark Mistress upgrades her access to Apprentice Paths, able to cast their Mysteries twice each per day as Spell-Like Abilities. The same increase applies to her Initiate Paths at level 6, and to her Master Paths at level 13.

Shake It Off (Ex): starting at level four, the Dark Mistress can work herself into a frenzy, looking at a broken leg or domination and walking it off. Doing this is not an action, and can be performed even if conditions normally don't allow characters to take actions (or select their own actions), with the exception of being dead. In doing this, she removes any of the following effects afflicting her, taking the listed damage in parenthesis for each one removed: Deaf (10), Blind (20), Sickened (20), Entangled (20), Staggered (20), Slowed (20), Shaken (20), Fatigued (40), Dazed (40), Stunned (40), Paralyzed (40), Frightened (40), Nauseated (50), Confused (50), Exhausted (50), Panicked (60), Petrified (60), Cowering (60). Her turn instantly ends after using this, regardless of actions available. This damage is actual hit point damage that bypasses her DR and Regeneration, however it also counts as taking damage for the purpose of being Violently Prepared.

Reactive Charge (Ex): the sixth-level Dark Mistress gains the ability to throw herself headfirst into danger. If an enemy declares a charge and is within charging distance of her, she may use an Immediate Action to declare a charge against them, interrupting their own action to launch her charge. She must still be able to move in a straight line towards them and take the closest path towards them (unless an ability states otherwise), however if this movement prevents the opponent from charging their initial target, their charge attempt is indeed foiled and they can merely make a Full Attack against her when her charge is resolved - unless she was the original target, in which case they merely charge each other and clash head-first, in which case they both enjoy all of the modifiers for charging (typically +2 to the attack roll and -2 to AC).

Mastered Shadow Magic (Su): at level 8, the Dark Mistress upgrades her access to Apprentice Paths, able to cast their Mysteries three times each per day as Supernatural Abilities. The same increase applies to her Initiate Paths at level ten. Additionally, she may regain daily uses of Mastered Mysteries via Violently Prepared as though they were Maneuvers.

Horrifying Willingness (Su): starting at level eight, if the Dark Mistress is one of multiple targets of an effect, or one of multiple people caught in an Area of Effect, she may elect to fail any saving throw automatically, providing she is not completely immune to the effects, and in doing so allows every other target to pass their saving throw automatically. Upon doing this, she may make a Demoralise attempt against her attacker as a Free Action.

Betrayal (Su): upon reaching level nine, the Dark Mistress may use a Standard Action at will to betray those who benefit from her Compelled Courage. The benefits end instantly (however the Bleed damage will continue until they receive any magical healing, regain hit points via Fast Healing, or receive a DC 15 Heal check), and those who were under the effects must attempt a Fortitude Save and a Will Save, each with a Save DC of 10 + half her hit dice + her Charisma Bonus. Failing the Fortitude Save causes the target to be Nauseated for three rounds as a [Pain] effect, and failing the Will Save causes the individual to be Frightened for three rounds as a [Fear] effect. If they fail both and can be affected by both of these effects, they are rendered Helpless for the duration.

Perfected Shadow Magic (Ex): at level twelve, the Dark Mistress can use her Apprentice Path Mysteries as Extraordinary Abilities at will.

Demand Attention (Su): with an Immediate Action, a thirteenth-level Dark Mistress can draw even directly targeted effects and ranged attacks towards her. She makes a Bluff or Diplomacy check (her choice), opposed by a Sense Motive or Concentration check (opponent's choice), and if she rolls better, the opponent selects her as the target instead of their original target. This is a [Mind-Affecting] [Compulsion] effect.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Terlen
Source, page 174. CR 2, level 4.
Lacks thumbs, low level flight.


Great Fang of the Sky
I'M A SHAAAAAAAAAAARK

The Great Fang of the Sky takes a big dumb "flying bite attack" monster and turns it into an even bigger, less dumb, flying bite attack monster, but also gives it an array of spell-like abilities, including the ability to hold things (other than in its mouth). It still doesn't have much to do when there isn't a fight, but you probably weren't too worried about that when you wrote FLYING SHORK on your character sheet.

Hit Die: d10
Skill Points: 2 + Int
Class Skills: Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Spot, Survival, Swim
LevelBABFortRefWillSpecial
1+1+2+2+0Brainpower (5), Magic Fangs, Magic Manipulation (Greater Mage Hand, Battering Ram)
2+2+3+3+0Swallow Whole, Greater Senses
3+3+3+3+1Embiggened (Large), Weather Manipulation (Airy Water, Control Currents, Gale Force, Quench)
4+4+4+4+1Improved Flight (70' Average), Magic Manipulation (Manyjaws, Spirit Jaws, Vortex of Teeth)
5+5+4+4+1Magic Manipulation (Resilient Sphere), Wounding Fangs
6+6+5+5+2Brainpower (7), Protective Forces
7+7+5+5+2Magic Manipulation (Interposing Hand), Tearing Fangs
8+8+6+6+2Magic Manipulation (Telekinesis)
9+9+6+6+3Improved Flight (80' Average or 20' Good), Magic Manipulation (Forceful Hand)
10+10+7+7+3Embiggened (Huge), Weather Manipulation (Wind Wall, Wall of Water, Control Winds, Control Water)
11+11+7+7+3Brainpower (9), Magic Manipulation (Grasping Hand)
12+12+8+8+4Banishing Gullet, Tearing Fangs
13+13+8+8+4Magic Manipulation (Clenched Fist), Weather Manipulation (Control Weather, Whirlwind, Monsoon)
14+14+9+9+4Improved Flight (120' Average or 60' Good or 30' Perfect), Weather Manipulation (Red Tide, Hurricane Force)
15+15+9+9+5Magic Manipulation (Crushing Hand), Weather Manipulation (Greater Whirlwind, Tsunami)
16+16+10+10+5Brainpower (11), Tearing Fangs

Brainpower (Ex): the Great Fang of the Sky is gifted with superior intelligence and curiosity. At first level, if its unmodified Intelligence score is less than 5, increase it to 5. If it is 5 or more, increase it by one. At level six, increase it to 7 if lower, or increase it by another 1 if it is 7 or higher. At level 11, increase it to 9 if lower, or by 1 if already 9 or more. At level 16, increase it to 11 if lower, or by 1 if already 11 or more. Skill points can be gained retroactively by this.

Magic Fangs (Su): the Great Fang of the Sky has actually magical fangs that can even eat ghosts. They pierce DR as though magical, have a 50% chance to affect Incorporeal creatures, and have an actual Enhancement Bonus of +1 per 3 hit dice (round up).

Magic Manipulation (Sp): the Great Fang of the Sky gains a new way to interact with the world around it, one that doesn't necessarily involve shoving a giant shark face against things. It uses telekinetic force to manipulate the air and the water, forcing them to serve it. At first level, it can cast Greater Mage Hand and Battering Ram at will. At level 4, it can cast Manyjaws, Spirit Jaws and Vortex of Teeth once each per hour. At level 5, it can cast Resilient Sphere three times per day, increasing by 1 at every odd level. At level 7, it can expend a daily usage to cast Interposing Hand. At level 8, it can use two uses to cast Telekinesis (for Combat Maneuver or Violent Thrust), or it can cast it at will (Sustained Force). At level 9, it can expend two uses to cast Forceful Hand. At level 11, it can expend two daily uses to cast Grasping Hand, and the previous abilities are all cheaper by 1 (the first three being at will and the other two taking 1 use). At level 13, it can expend three daily uses to cast Clenched Fist. At level 15, it can expend three daily uses to cast Crushing Hand, and every previous power becomes cheaper (2 charges for Clenched Fist, 1 use for Grasping Hand, and everything prior is at will). The Caster Level equals its hit dice, any Save DC is 10 + half its hit dice + its Wisdom Bonus, and the Spellcasting Ability Score (for things like TK) is Wisdom.

Swallow Whole (Ex): starting at second level, the Great Fang of the Sky gains the Swallow Whole ability. A swallowed creature takes Bludgeoning damage each turn equal to 1d8 plus the Terlen's Strength Bonus, plus 2 Acid damage. When it becomes Large, these improve to 2d6 and 4 Acid, and when it is Huge, it becomes 2d8 and 8 Acid.

Greater Senses (Ex): the second-level Great Fang of the Sky gains the Scent special ability, Track as a Bonus Feat, and Blindsense 30'. Furthermore, when underwater it has Blindsight 30' and all-around vision, and tracking is not more difficult for being through water, instead it gains a +10 Racial Bonus on the check. Finally, it can smell the weather in the air, so can predict the day's weather (assuming no magical interference) with 90% accuracy, the next day's weather with 75% accuracy, and the day after that with 50% accuracy. If the weather is in fact going to be a terrible storm, it is always 100% accuracy.

Embiggened: at level 3, the Great Fang of the Sky grows to Large size. Its Strength increases by 4, its Constitution increases by 2, and its Natural Armour Bonus also increases by 2. At level 10, it grows to Huge size. Its Strength increases by another 6, its Constitution and Natural Armour by another 4, but its Dexterity decreases by 2.

Weather Manipulation (Sp): as it grows in power, the Great Fang of the Sky develops more magical powers for manipulating the wind and the sea. At level three, it can cast Gust of Wind, Quench, Airy Water (It's Wet Outside) and Control Currents (same) at will, and Gale Force once per hour. At level ten, it can cast Wind Wall and Wall of Water (SC) at will (though only one instance of each may be active at a time), and Control Winds and Control Water once each per day. At level thirteen, it can cast Control Weather, Whirlwind and Monsoon once each per day. At level fourteen, it can cast Red Tide (SC) and Hurricane Force once each per day. Finally, at level fifteen it can cast Greater Whirlwind (SC) and Tsunami (SC) once each per day. The CL equals its hit dice, and the Save DC is 10 + half its hit dice + its Wisdom Bonus.

Wounding Fangs (Ex): at level 5, the Great Fang of the Sky deals 2 points of Constitution damage with every successful Bite attack.

Protective Forces (Sp): starting at level six, the Great Fang of the Sky can cast Mage Armour and Shield on itself at will.

Tearing Fangs (Ex): upon reaching level seven, the Great Fang of the Sky causes horrendous wounds with its teeth. A successful hit deals damage as though it successfully bit its target twice (including any bonuses to damage and rider effects but also including Damage Reduction, and if the attack is a critical hit, both bites have their damage multiplied). At level twelve, it deals damage as though biting three times, and at level sixteen, it deals damage as though biting four times. On paper this means it sort of is treated as having iterative attacks but saving time on dice rolling, except it uses its full BAB for this, can deliver it while moving, and benefits really well from extra attacks.

Improved Flight (Su): as it gains levels, the Great Fang of the Sky gets better at flying. At level four, its Fly speed increases to 70' (Average). At level 9, it can choose to fly at 80' (Average) or 20' (Good). At level 14, it can choose to fly at 120' (Average) or 60' (Good) or 30' (Perfect).

Banishing Gullet (Su): at the end of every turn in which a creature remains in the stomach of the level twelve Great Fang of the Sky, the creature must attempt a Will Save (DC 10 + half its hit dice + its Constitution Bonus). Failure causes it to be banished to a random aquatic part of a Lower Plane.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Azata of Artistry
Not every Lillend concerns herself with song and dance. Some of them are grand artists, using pigments of the imagination - and that's a funny joke that I feel is worth one laugh. Anyway, they create illusions and light-based evocations.

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Knowledge (any), Listen, Perform (any), Spellcraft, Spot, Swim, Tumble, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2Artist's Signature, Pigments of the Imagination
2+1+0+3+3Modify Magical Markings, Inspiring Artwork
3+2+1+3+3Shed Concerns
4+3+1+4+4Palette of Scales (Distraction)
5+3+1+4+4Paint Spillage
6+4+2+5+5Palette of Scales (Fascination)
7+5+2+5+5Divine Inks
8+6+2+6+6Palette of Scales (Daze)
9+6+3+6+6Emotion-Inspiring Art
10+7+3+7+7Palette of Scales (Prism)
11+8+3+7+7Shed Bewitchments
12+9+4+8+8Hyperrealism

Artist's Signature (Sp): any time the Azata of Artistry casts a non-Instantaneous Spell with an Area of Effect, an Arcane Mark is placed somewhere in the area, serving as a calling card. If the spell in question is an Illusion, the mark is hidden for as long as the illusion remains in effect, although Disbelief, True Seeing and similar make it visible to the subject.

Pigments of the Imagination: at first level, the Azata of Artistry increases her casting ability to that of a ninth-level Bard, and this increases by one at every level thereafter. However, her entire class spell list and Spells Known are replaced, instead functioning as a "fixed list" caster who knows every spell on their class list.

Cantrips: Dancing Lights, Light, Daze, Detect Magic, Mage Hand, Read Magic, Ghost Sound, Flare, Message, Prestidigitation, Scrivener's Chant, Spark, Hypnotic Pattern
Level 1: Color Spray, Daylight, Displacement, Mirror Image, Faerie Fire, Minor Creation, Dolorous Motes, Luminous Swarm, Fabricate, Hallucinatory Terrain, Major Image, Rainbow Pattern, Prismatic Ray, Light of Venya, Rainbow Blast, Instant Fake, Identify
Level 2: Major Creation, Persistent Image, Shadow Conjuration, Radiant Fog, Moonbow, Scripted Hallucination, Mirage Arcana, Mislead, Programmed Image, Symbol of Fear, Illusory Pit, Illusory Feast, Mydriatic Sponaneity, Sepia Snake Sigil
Level 3: Permanent Image, Shadow Evocation, Symbol of Sleep, Nightmare Terrain, Retributive Image, Prismatic Eye, Project Image, Symbol of Persuasion, Prismatic Aura, Radiant Assault, Impossible Angles, Explosive Runes, Glyph of Warding
Level 4: Scintillating Pattern, Sunbeam, Symbol of Stunning, Prismatic Bow, Magnificent Mansion, Prismatic Spray, Symbol of Insanity, Greater Shadow Conjuration, Triggered Hallucination
Level 5: Sunburst, Symbol of Death, Prismatic Wall, Maze, Symbol of Dispelling, Mass Mydriatic Spontaneity, Shadow Endurance, Shadow Transmutation, Veil, Greater Glyph of Warding, Phantasmagorical Image
Level 6: Shades, Prismatic Sphere, Prismatic Deluge, Shadow Landscape, Create Demiplane, Greater Shadow Transmutation, Aurora Assault, Greater Symbol of Fascination, Greater Project Image

Modify Magical Markings (Su): every artist sees things differently, and some see it as their duty to improve upon the works of others. As such, the second-level Azata of Artistry may use a Full Round Action at will to focus on a rune, glyph, symbol or similar magical effect, or a non-Instantaneous Illusion, within Close Range, and make a Caster Level check with a DC of the original Caster Level of the effect + 10. If successful, she may modify any parameters of the effect that can be selected upon casting, including the selection of who is exempt from it. This adds her signature as though she had cast the spell.

Inspiring Artwork (Su): although the bardic performances of the Azata of Artistry do not improve, she still has them at their previous level, and may even ensure that her art inspires some form of emotion, provokes some kind of response. As such, starting at level two she may infuse a daily use of her Bardic Music within a Spell when cast, so that when a subject is affected by the Spell, they also gain the effects of her Inspire Courage or Inspire Competence for one minute, or are subjected to (and must save separately against) her Fascination for one minute (or until the effect is disrupted). The decision of which effect applies is made upon casting.

Shed Concerns (Ex): with a Full Round Action once per day, the third-level Azata of Artistry may shed her scales and excess magic, as well as most of her worries. This removes all [Mind-Affecting] effects on her, and creates a Glitterdust effect in a Burst out to 15' from her, with a Save DC of 8 + half her hit dice + her Charisma Bonus.

Palette of Scales (Su): the Azata of Artistry so typically uses her own scales as the palette for her magical paints that anybody getting too close to her is at risk of being exposed to magic. Starting at level 4, she adds her Charisma Bonus as a Deflection Bonus to her Armour Class when not benefiting from an Armour Bonus, and furthermore any creature that makes a melee attack against her (including a Touch Attack to deliver a spell or similar) must first attempt a Will Save against an Illusion (Pattern) effect (DC 8 + half her hit dice + her Charisma Bonus). If they succeed, they are unaffected for the rest of the day and need not make further saves. If they fail, all attacks they make against her suffer a -4 Penalty on all attack rolls against her until their next turn.

At level 6, failure instead causes them to be Fascinated until the end of their turn.

At level 8, failure causes them to be Dazed until the start of their next turn.

At level 10, failure also subjects them to a Prismatic Spray effect (with the same DC for any saving throw).

Paint Spillage (Su): starting at level five, the Azata of Artistry may use a Standard Action at will to throw a pile of magical paints on the floor, expending a Spell Slot of at least level 1. This creates a Grease effect, Heightened to the same level as the Spell Slot, and with the Area multiplied by the level of the Spell Slot (so a third level Spell Slot would create three contiguous Grease effects, all treated as a third-level spell). Any creature that touches this effect is also affected by Glitterdust Heightened to the same level.

Divine Inks (Ex): upon reaching level seven, the Azata of Artistry can ignore the Spell Resistance (and any Spell Immunities, including to specific schools or subtypes) of any creature that has her inks, paints and pigments already on them. This requires either "wasting" a Spell Slot to smear it on someone or throw it in a flask (like Acid or Holy Water), or having them touch the Paint Spillage effect - being affected by a spell effect already created from these inks doesn't count.

Emotion-Inspiring Art (Sp): whenever the ninth-level Azata of Artistry creates a non-Instantaneous Illusion, she may expend a daily usage of Bard Music to instead make it particularly emotion inspiring. When casting the Illusion, she selects Rage, Good Hope, Elation, Crushing Despair or Hideous Laughter. A target that interacts with the Spell is then also afflicted with the emotion spell selected, with the same Save DC as the Illusion into which the emotion was woven.

Shed Bewitchments (Su): once per day, the eleventh-level Azata of Artistry may use a Full Round Action to shed scales and magic, completely removing all baleful magic effects. Anything that could be removed by a sufficiently high Dispel check is removed, and then she unleashes a Prismatic Spray effect, except released in a 15' radius Burst. This has a Save DC of 8 + half her hit dice + her Charisma Bonus.

Hyperrealism (Su): upon reaching level twelve, the Azata of Artistry creates art that is so realistic, it's actually more real than real life. Like a Gnome. Any Illusion (Shadow) spell she casts is 120% real for those who successfully Disbelieve.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

I have looked at more PF Bestiaries, and inspiration has vaguely hit for some more, so expect them in ??? future.
There is even a giant undead boat made of bones with a... skeleton crew... but sadly it's CR 18 so comes online too late. You will never find out how boat goes binted.

Also I obviously have a type, and PF caters to it, going "more succubi for different types", and then I just go:
Image
Image
Image
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Lamia Matriarch
PF Bestiary, page 175. CR 8, level 9.

Defiant
The Lamia Matriarch has a great package of things at level 9 - casting as a level 6 Sorcerer, even with being able to cast Cleric spells, isn't a full level 9 ability of course, but a dozen Monstrous Humanoid hit dice, fast movement, Spell Resistance, Wisdom Drain, immunity to Mind Affecting Effects and some great Ability Scores? Basically if you care about getting access to Spell Levels so you can cast better actual spells, then play a normal Wizard, but if you care about Save DC or you want to use your spellcasting to back up combat prowess, I have good news for you.

"It is a sign of strength to cry out against fate, rather than to bow one's head and succumb."
Lamias are consumed with bitterness and predatory instinct, cursed as they are by vindictive gods. However, the greatest amongst them do not accept this fate, instead they rise and turn their hatred in the right direction: against the gods themselves. This is the path taken by the Defiant.

Hit Die: d6
Skill Points: 4 + Int
Class Skills: Balance, Bluff, Climb, Concentration, Diplomacy, Disguise, Intimidate, Knowledge (Any), Spellcraft, Swim, Use Magic Device
LevelBABFortRefWillSpecial
1+1+0+2+2Avoid Divine Wrath, +1 Caster Level
2+2+0+3+3Attuned Sphere: Heresy, +1 Caster Level
3+3+1+3+3Smite Divinity, +1 Caster Level
4+4+1+4+4Enhanced Spell Resistance, +1 Caster Level
5+5+1+4+4Steal Divine Power, +1 Caster Level
6+6+2+5+5Siphon Divine Power, +1 Caster Level
7+7+2+5+5Stolen Power, +1 Caster Level
8+8+2+6+6Defiant Wrath, +1 Caster Level
9+9+3+6+6Immortality, +1 Caster Level
10+10+3+7+7Reflected Ire
11+11+3+7+7Stolen Power, +1 Caster Level, False Godhood

Spellcasting: at every level, the Defiant's effective Sorcerer casting ability increases by 1 level. This increases Caster Level, Spells Known and Spells Per Day, but they don't gain new Bloodline Powers or Feats. The Defiant can still choose to learn Cleric Spells as though they were on the Sorcerer class list. Also her Spell Resistance increases by 1 each level as normal.

Avoid Divine Wrath (Ex): magical effects created by divine magic are unable to perceive the Defiant, so a contingent effect such as a Glyph of Warding will not activate in her presence. The Defiant can still be affected by a divine spell which targets her or for which she is in the area of effect. Only divine contingent effects are incapable of acting upon her.

Attuned Sphere: at level two, the Defiant attunes the Heresy Sphere, adding all of its spells to her Spells Known, even when they're too high for her to actually cast.

Smite Divinity (Su): with a Swift Action, the third-level Defiant may expend a Spell Slot and gain special bonuses against Divine Spellcasters, creatures Conjured (whether Summoned or Called) by Divine Spellcasters, deities and special servants of deities. For a number of rounds equal to the Spell Level, she may add her Charisma Bonus as a Profane Bonus to Attack Rolls, Spell Penetration, Damage Rolls, Saving Throws and Armour Class - but only against the above creatures and effects created by them. Additionally, during the Smite, once per round a successful hit can Banish an [Extraplanar] creature against which the Smite applies. The target must succeed on a Will Save after any Wisdom damage from the attack is suffered, with a DC of 10 + half her hit dice + her Charisma Bonus. Failure results in them being Banished.

Enhanced Spell Resistance: starting at level four, the Defiant's Spell Resistance increases by 5 against Divine Spells, and Spell-Like Abilities cast by creatures Conjured by Divine Spellcasters or sent by deities.

Steal Divine Power (Su): upon reaching fifth level, the Defiant can redirect Divine Spells or Domain Powers used by other creatures within 50 feet and Line of Sight. With an Immediate Action, she makes an opposed Caster Level check (adding her Charisma Bonus as a Profane Bonus if she is currently Smiting Divinity), and if she wins, she may either choose a new target or area (it must still be valid), make herself the target if the effect is Personal, or in the case of a spell, negate the effect completely and regain an expended Spell Slot of equal or lower level she has. She may even use this to gain normally-unavailable Spell Slots of levels she can't cast, using her Domains and Heresy Sphere to cast them.

Siphon Divine Power: the sixth-level Defiant may once per day cast spells normally beyond her reach. By expending two Spell Slots of a given spell level, she may cast a Spell she knows of a level one higher - including higher than her current maximum (such as those granted by her Domains and the Heresy Sphere).

Stolen Power: at levels seven and eleven, the Defiant gains access to a Domain of her choice. She gains the Domain Powers, treating her hit dice as her effective Cleric Level, and adds the spells to her Spells Known (and class list), even ones that are too high for her to cast (see above).

Defiant Wrath (Su): the eighth-level Defiant, upon successfully resisting a spell against which Enhanced Spell Resistance applies, is energised with wrath, gaining the effects of Haste, Righteous Might and Overwhelming Presence for a number of rounds equal to the Spell Level of the resisted spell. If the Spell Level is higher than the maximum she can normally cast, this also recharges her Siphon Divine Power if already expended.

Immortality (Ex): upon reaching level nine, the Defiant is effectively immortal. If slain, she will return completely to life, as though by True Ressurrection, 24 hours later. The only way to prevent this is for her remains to be in a purely Arcane Antimagic Field or for the remains to be Disintegrated (Wishing she won't return will have the same effect) by an Arcane spell.

Reflected Ire (Su): whenever the tenth-level Defiant successfully resists a spell affected by Enhanced Spell Resistance, aside from an Area of Effect, the effect bounces back onto the original caster, who must save against it normally.

False Godhood: upon reaching level eleven, the Dwfiant is close to being a deity in her own right. She can grant spells to worshippers as a deity, giving access to all Cleric spells and also any Domains she can access. Additionally, she completely ignores the Dalient Divine Abilities of deities - immune to the ones that are used as special attacks, and ignoring any defences that result from these. Deities can only rely on their vast numbers of hit dice, large ability scores, and probably powerful class features as well, but can't simply say "you're dead".
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Cold Rider
PF Bestiary 3, page 59. CR 8, level 9.

Frozen King
The Cold Rider has one fairly minor riding-based ability, despite that being 50% of its name, so we'll build on that. It's already pretty cold (the other 50%) but don't worry, we can still advance that. And now it continues to be sort of knightly, but as a regal fey lord, it gets to be that weird combo-pokemon from whatever generation.

Hit Die: d10
Skill Points: 4 + Int
Class Skills: Balance, Handle Animal, Intimidate, Jump, Knowledge (any), Listen, Ride, Sense Motive, Spot
LevelBABFortRefWillSpecial
1+1+2+0+2Frozen Steed, Greater Implements of Ice
2+2+3+0+3Ice Storm at will, Chilling Neigh
3+3+3+1+3Frost Fall, Ice Slick at will, Frozen Heart
4+4+4+1+4Cone of Cold, Wall of Ice 3/day, Terrifying Charge
5+5+4+1+4Freezing Fog, Icy Prison 1/day, Dive Bomb
6+6+5+2+5Glacial Lance, Everlasting Steed
7+7+5+2+5Greater Steed
8+8+6+2+6Polar Ray 3/day, Frost Underfoot
9+9+6+3+6Mass Icy Prison 1/day, Icy Prison 3/day
10+10+7+3+7Polar Midnight 1/day, Rampage
11+11+7+3+7Mass Icy Prison 3/day, Accursed Steed

Frozen Steed: any turn in which the Frozen King actively uses a Feat to perform or alter an action (such as Power Attack, Cleave, Lunge, Whirlwind Attack, most Style feats or Spring Attack, but not things like Weapon Proficiency, Improved Critical, Great Fortitude or Toughness), his steed may also elect to use it in the same round during its own turn. This does not allow his steed to in turn ride another steed using Mounted Combat.

More importantly, as a Supernatural Ability he may conjure a powerful steed - either a Nightmare with the Ice Beast template (It's Cold Outside), a Heavy Warhorse with the Advanced (PF) and Ice Beast templates, or a Frost Drake (PF). The former two have maximum ranks in Intimidate despite normally not having skills. Increase the hit dice of the steed to equal his class level plus nine. If it is slain, he can summon another when he next is able to see the moon.

Any further references to the Frozen King's steed specifically refer to this creature, not just anything he happens to ride, so don't try to be a clever little cleb by sitting on a party member's shoulders.

Greater Implements of Ice: the Frozen King can create more things out of ice, and imbue greater power in them. At first level, he can create a suit of +3 Full Plate, a +3 Heavy Shield, and a +3 Icy Burst Glaive. As he gains levels, they increase in power:

At level 2, the Full Plate gains the Deathless quality. At level 3, its Enhancement Bonus improves to +4.
At level 4, the Glaive's Enhancement Bonus becomes +4, and at 5th, the Heavy Shield's Enhancement Bonus becomes +4.
At level 6, the Full Plate gains the Frosted quality. At level 7, the Glaive's Enhancement Bonus becomes +5.
At level 8, the Full Plate's Enhancement Bonus improves to +5 and at level 9 the Heavy Shield's Enhancement Bonus does the same.
At level 10, the Glaive's Icy Burst improves to Icy Blast. Finally, at level 11 the Heavy Shield gains the Basion quality.

Chilling Neigh (Su): as long as the second-level Frozen King is mounted, any time he slays a big enough threat to be worth experience, he gains a +2 Profane Bonus to his Strength for one minute, and his steed may make a Demoralise attempt against all foes within earshot with an Immediate Action.

Spell-Like Abilities (Sp): as the Frozen King gains levels, he gains access to more Spell-Like Abilities, and improves his access to existing ones.

Frozen Heart (Ex): starting at level three, the Frozen King is immune to [Charm] and [Fear] effects.

Terrifying Charge (Ex): at level four, the Frozen King gains Spirited Charge as a Bonus Feat. Any time he uses this, the steed benefits from the same for its own attacks and anything it successfully Demoralises (such as through Chilling Neigh if the charge is lethal) becomes Frightened for 3 rounds.

Dive Bomb (Su): whatever steed the fifth-level Frozen King rides, it has a Fly Speed. If it didn't have one before, it now gains one of 40' (Poor). The steed also gains Power Dive (Draconomicon) as a Bonus Feat, and it's not his fault if he decided to take his actions after the steed finished moving and now he's in Full Attack range of a Prone opponent.

Glacial Lance (Su): when the Frozen King reaches level six, his Glaive shares the special mounted benefit of a Lance. Additionally, on a successful attack with it when charging from atop his steed, extend a 20' long Line out behind the target. All in this area, including the target, suffer 1d6 Cold damage per hit die of the Frozen King, with a Fortitude Save for half (DC 10 + half his hit dice + his Wisdom Bonus).

Everlasting Steed (Su): once per day, when the sixth-level Frozen King's steed would normally be slain outright, or reduced to 0 HP or below, it instead enters an unkillable state for 2 rounds and can continue to fight and carry him. Count how much damage it takes beyond the amount needed to be slain or destroyed - if this isn't healed up before then (or if it was killed by other means such as negative levels or simply dying), it dies at the end of it.

Greater Steed: when the Frozen King reaches level seven, his steed can instead be a Mature Adult White Dragon - if this choice is taken, ignore the usual rule about how many hit dice his steed has. At level nine, it suddenly grows to Old, then at level ten to Very Old, and at level eleven it can grow to Ancient.

Frost Underfoot (Su): at level eight, the Frozen King's steed is constantly wreathed in fog and mist when it is walking along the ground or atop ice. This grants both it and the king riding it Concealment. Furthermore, any attacks the steed makes with natural weapons upon creatures on the ground gain an added 1d10 Cold damage.

Rampage (Ex): whenever the tenth level Frozen King or his steed is injured, the steed is angered and goes on a violent rampage. For three turns, it gains Whirlwind Attack, Awesome Blow, and Great Cleave (3.5 PHB version) as bonus feats, and can make a single natural weapon attack as a Swift Action every turn, and a Demoralise attempt as a Free Action at the start of each turn.

Accursed Steed: at level eleven, the Frozen King gains two final options for his steed: an Ice Linnorm, or a Fjord Linnorm.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Morrigna
PF Bestiary 4, page 219. CR 13, level 14.
Has Regeneration, but you shouldn't be fighting bears at level 14.


Deathly Enforcer
The Morrigna is not just tasked with being a cool-looking spider-themed lady, that's more the uniform. Their actual job is to make sure nothing gets in the way of the cycle of death and rebirth - particularly intelligent undead that still have their souls tied up, soul stealing/eating creatures, and various "and now that the summoned Barghest has eaten the creature, we dismiss it so that they can never be brought back to tell the tale" shenanigans. Arguably they have a bone to pick, if you'll pardon the pun, with basically all of the lower planes who try to steal souls in various ways and don't just use them for the cycle of rebirth into other creatures but fuel weird stuff with them, but maybe that's above their pay grade. The way they enforce their authority is via casting spells like an Inquisitor and summoning spiders.

So the Deathly Enforcer... gets better at their job. They keep casting, they keep summoning, and they get to steal a few more Inquisitor abilities. They'll never have all of the abilities of an Inquisitor of equal character level, because if you wanted that you'd just play a regular Inquisitor, but they also have a few other tricks, as well as Outsider hit dice.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Climb, Diplomacy, Disguise, Hide, Intimidate, Knowledge (the Planes), Knowledge (Religion), Listen, Move Silently, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Use Rope
LevelBABFortRefWillSpecial
1+1+2+0+2+1 Caster Level, See Hidden Souls, Judgment 4/day
2+2+3+0+3+1 Caster Level, Improved Summon
3+3+3+1+3+1 Caster Level, Bane of the Undying
4+4+4+1+4+1 Caster Level, Restore Soul
5+5+4+1+4+1 Caster Level, Judgment 5/day, Improved Summon
6+6+5+2+5+1 Caster Level, Final Judgment

See Hidden Souls (Ex): the Deathly Enforcer's Soulsight is better than most. She can even see soulstones that are hidden away, as well as phylacteries, and if a creature has consumed the soul of another creature, she can see that on the creature. If a soul was in some way hidden from reality in an area, she can see the glow of that - in the location that the disappearance happened. For instance, if a Summoned Barghest ate someone then was dismissed, the glow would appear at the place the barghest was when it vanished.

Judgment (Su): four times per day, the Deathly Enforcer may declare Judgment on a foe, just like an Inquisitor. She is able to invoke two Judgments at a time. The magnitude of the effects uses her Inquistor caster level in place of an actual Inquisitor class level. At level five, she gains another daily use.

Spellcasting: at every level, the Deathly Enforcer's effective Inquisitor level increases by 1 for the purpose of spellcasting.

Improved Summon (Sp): at level two, the Deathly Enforcer can Summon twice per day, and can either summon 1 Goliath Spider or 1d6 Giant Tarantulas or 2d6 Spider Swarms with 100% success. At level five, she may Summon three times per day, and can either summon a pair of Lawful Neutral Advanced Retrievers, 1d6 Goliath Spiders, 2d6 Giant Tarantulas, or 15 Spider Swarms with 100% success, or a single Annihilator Robot with a 75% chance of success.

Bane of the Undying (Su): when the Deathly Enforcer reaches level three, all of her weapons have the Bane property against Intelligent Undead and [Living] Constructs.

Restore Soul (Sp): once per day, the fourth-level Deathly Enforcer can cast True Resurrection, even on an unwilling target (which gets a Will Save to negate the effects) or a soul gem, or a soul that is "lost" such as having been consumed by another creature or put in some kind of plot device that dissolves souls into magical power. This returns a creature to life at the age they would be had they been alive the whole time, which might result in their instant death of old age, but that's fine (according to Psychopomps).

Final Judgment (Su): when the sixth-level Deathly Enforcer calls Judgment upon Undead, she gains an additional power. Upon successfully striking one with an attack of any kind, she forces them to attempt a Fortitude Save against which Undead are not immune, because that'd be stupid. The DC is her Charisma Bonus + 20. If they fail, they are destroyed and their soul moves on to judgment and their afterlife. This may be performed once per target per invocation of Judgment.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Venedaemon
PF Bestiary 6, page 78. CR "5", level 7.
This casts as a level 6 Sorcerer before adding in the ability modifiers, racial hit dice, spell-like abilities etc. Don't call it a CR 5.


Vile Sorcerer
The Venedaemon hungers for knowledge and new spells, which is interesting, because it casts as a Sorcerer, a class that only learns new spells by gaining levels, not by reading. This could easily be seen as "don't think about it too much" or a mistake on the part of the writers, but in this instance we're actually going to say it's deliberate: they hunger for knowledge that can only be gained by gaining experience, namely by killing people, and that's why they personify death by magic.

As such, the Vile Sorcerer does not change into a Wizard, they continue life as a Sorcerer, but gain a few extra abilities related to extracting magic from souls, and then we work around the "Sorcerers aren't as versatile" and the lack of Bloodline stuff by giving a few extra things that aren't just "more Spells Known for you to choose the best ones".

Hit Die: d6
Skill Points: 8 + Int
Class Skills: Appraise, Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge (Any), Listen, Search, Sense Motive, Spellcraft, Spot, Use Magic Device
LevelBABFortRefWillSpecial
1+0+0+2+2+1 Caster Level, Familiar, Consume Spell Knowledge
2+1+0+3+3+1 Caster Level, Bonus Spell: Know Vulnerabilities
3+1+1+3+3+1 Caster Level, Reliable Summoning
4+2+1+4+4+1 Caster Level, Bonus Spell: Reciprocal Gyre
5+2+1+4+4+1 Caster Level, Consume Secret
6+3+2+5+5+1 Caster Level, Bonus Spell: Probe Thoughts
7+3+2+5+5+1 Caster Level, Innate Magic
8+4+2+6+6+1 Caster Level, Bonus Spell: Antimagic Ray
9+4+3+6+6+1 Caster Level, Grand Summons
10+5+3+7+7+1 Caster Level, Bonus Spell: Avascular Mass
11+5+3+7+7+1 Caster Level
12+6+4+8+8+1 Caster Level, Bonus Spell: Reaving Dispel
13+6+4+8+8+1 Caster Level, Final Magic

Familiar: the Vile Sorcerer has a Familiar, which is a Cacodaemon. His effective Wizard/Sorcerer class level for the purposes of usual Familiar effects equals his hit dice total. If it dies, he is automatically Stunned with recoil for one round, but doesn't lose XP. One week later, he gets another Cacodaemon.

Consume Spell Knowledge (Su): whenever the Vile Sorcerer consumes a soul gem, he may select any one Spell the creature could cast, and temporarily add it to his own Spells Known (and Class List if necessary), at the same Spell Level. This lasts for only one hour, and he may not select a spell of a level he could not already cast. From now on, any time his Familiar (or a summoned Cacodaemon) consumes a soul and creates a soul gem, you need to keep track of what spells were available. Available spells in this case are Spells Known (for Spontaneous casters) or Prepared/Memorised, even if already expended (for Prepared Casters).

Bonus Spell: the Vile Sorcerer learns extra spells as he gains levels. These are added to his Spells Known.

Reliable Summoning (Sp): starting at level three, the Vile Sorcerer's Summon ability works 100% of the time.

Consume Secret (Su): upon eating a soul gem, the fifth-level Vile Sorcerer knows all facts (but not Skill ranks, Class Features etc.) known by the creature. For the next ten minutes he can sift through them at will, and after this he can still remember any secrets or important facts such as passwords or the location of a secret base.

Innate Magic (Sp): at level seven, the Vile Sorcerer can cast True Seeing and Spirit Wall three times each per day. Any other racial Spell-Like Abilities are improved in usage, from once per day to three times per day, and from three times per day to "at will".

Grand Summons (Sp): at level nine, the Vile Sorcerer's Summon ability instead summons a Cacodaemon Swarm: this consists of 80 or more Cacodaemons, but moves and acts as one Swarm creature. It has 30 hit dice, an Initiative of +0, a Fly Speed of 40', AC of 10 (Flat-Footed 10, Touch Attack 6). It has a Swarm attack of 5d6 Bludgeoning/Piercing/Slashing damage that is Magical and Evil, it provokes an Attack of Opportunity every time it enters the square of another creature (required in order to swarm them), and it can end its turn in the same area as other creatures. When it ends its turn in the same area as other creatures, it makes a free Grapple check at +43 to make the target(s) Grappled, though is never considered Grappled itself. It has Mob Anatomy (DMG2 page 60). The initial Save DC for its Disease is 36 but future saves revert to the standard 12, and while it cannot choose to use any Spell-Like Abilities or Soul Lock, it automatically ingests the souls of anything killed by the swarm attack, leaving the soul gems behind one round later.The Save DC to resurrect is still just 12.

Final Magic (Sp): at level thirteen, the Vile Sorcerer's True Seeing becomes constant, and he can cast Gate (travel version) three times per day, and Wish once per day.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Erodaemon
PF Bestiary 6, page 70. CR 11, level 12.

Heart Breaker
The Erodaemon is sort of the Daemon's answer to the Succubus, and can compel lust in creatures via magic and has an evil kiss attack. It even has ero right there in the name! However they're the personification of death by heartbreak, and somewhere the designers forgot that. Let's work on giving them more powers over misery, crushed hopes and dreams, disappointment and so on, while still letting them tear things up (sort of) in close combat and drain souls and all that.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: every skill in the regular Player's Handbook. This most notably does not include Iaijutsu Focus.
LevelBABFortRefWillSpecial
1+0+0+2+2Big Bite, Spellcasting
2+1+0+3+3Whispered Escape
3+2+1+3+3Unbroken Grasp
4+3+1+4+4Sneak Attack +1d6, Chain of Despair
5+3+1+4+4Faster Wilting
6+4+2+5+5Gulp
7+5+2+5+5Enforced Freedom
8+6+2+6+6Sneak Attack +2d6, Breath Weapon

Spellcasting: the Heart Breaker gains actual Spellcasting ability, with her own limited Spell List. She uses her hit dice total for her Caster Level (likewise for Spell-Like Abilities), and Charisma determines Bonus Spells and Save DC. She automatically knows all spells she is high enough level to cast. Spells per day are as follows:
Class LevelLevel 1 SpellsLevel 2 SpellsLevel 3 SpellsLevel 4 Spells
13---
24---
343--
444--
5443-
6444-
74443
84444

The Class List is as follows:
Level 1: Addiction, Envious Urge, Lost Legacy, Love's Pain, Permanent Hallucination, Phantasmal Wasting, Pox of Rumours, Psychic Crush II
Level 2: Demand, Greater Possession, Hollow Heroism, Insanity, Phobia, Pox, Psychic Crush III, Summon Joystealers*
Level 3: Crime Wave, Life of Crime, Love's Lament, Mantle of Doubt, Psychic Crush IV, Symbol of Strife
Level 4: Chain of Sorrow, Epidemic, Eternity of Torture, Psychic Crush V, Soul's Treasure Lost, Wave of Pain

*Summon Joystealers: this functions as a Summon Monster spell that summons 1 Joystealer per 2 caster levels.

Big Bite (Ex): the Heart Breaker's tail bite has its damage increased to 2d6 plus one and a half times her Strength Bonus, as Vile damage, and the Charisma Drain increases to 1d6. It also gains an inherent Enhancement Bonus of +1 per 4 hit dice (round up), though this doesn't apply to the Charisma Drain.

Whispered Escape (Su): starting at level two, the Heart Breaker can give people a way out of suffering. She may cast Suggestion at will against targets suffering from any of her effects (Spells, Spell-Like Abilities, Charisma Drain, Wilting Kiss etc). The Save DC is 10 + half her hit dice + her Charisma Bonus, and the suggestion is always to perform a Coup de Gras attempt against themselves on their next turn. If they survive this attempt on their own lives, the suggestion ends and they are immune to this ability for the rest of the day.

Unbroken Grasp (Ex): once the Heart Breaker reaches level three, her Bite gains the Improved Grab ability. Once a foe is grabbed, they suffer automatic Bite damage (including Charisma Drain) every round, and count as having kissed her, thus suffering from the Wilting Kiss.

Sneak Attack (Ex): at levels four and eight, the Heart Breaker's Sneak Attack ability increases by 1d6.

Chain of Despair (Su): a fourth-level Heart Breaker gains the ability to cause mass suffering with just a single action. Any time a creature dies as a result of one of her abilities other than physical damage (such as Charisma Drained to zero, death from a Spell or Spell-Like Ability, Whispered Escape and so on), allies and loved ones of the subject within 30 feet must pass a Will Save (DC 10 + half her hit dice + her Charisma Bonus) or also be affected by the same affliction - being able to save normally against the effect if there is one, or in the case of death through Charisma Drain, simply taking the same amount as the final "dose" (ie 1d6 from one Bite if that brought the target to 0, or 1 if it was from Wilting Kiss). If this causes any of them to die, the effects will chain out, though anybody can only be affected once in a moment, so if A dies and afflicts B and C but D saves, and B dies, C and D will not be affected.

Faster Wilting (Su): at level five, the damage caused each time by venturing too far away after receiving the Wilting Kiss is 1d6 Charisma Damage, 1d4 Constitution Damage, and one point of Ability Damage to Strength, Dexterity, Intelligence and Wisdom.

Gulp (Su): once the Heart Breaker reaches level six, her tail Bite gains the Swallow Whole ability, requiring a single successful Grapple check on a turn that starts off with the creature already grappled. It can swallow any creature it can grapple in the first place, and doing so forces the creature into a random place in Abaddon.

Enforced Freedom (Su): at level seven, the Heart Breaker can more quickly release people from their suffering. If a creature could be targeted by her Whispered Escape, she may instead simply force them to make a Fortitude Save (same DC) or die instantly, as a [Death] effect. A single save still confers immunity for the rest of the day.

Breath Weapon (Su): the eighth-level Heart Breaker gains a Breath Weapon, which can only be used in the 3 rounds after swallowing a creature whole, and once per creature swallowed. This is a 60' Cone that inflicts 2d4 Negative Levels and causes Crushing Despair (Caster Level 20). A successful Will Save (DC 20 + her Constitution Bonus) halves the Negative Levels and negates the Crushing Despair.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Lunar Naga
PF Bestiary 3, page 197. CR 6, level 7.
No feet or thumbs.


Void Serpent
Lunar Nagas are sort of oracles to begin with, and they like looking at space to divine the future even in a world where you can just use magic to do that, no space required. Whatever. The Void Serpent focuses on that, and steps closer into space, gaining a bunch of Oracle abilities so they can't complain about Sorcerer casting ability.

Hit Die: d6
Skill Points: 4 + Int
Class Skills: Bluff, Diplomacy, Hide, Knowledge (Any), Listen, Move Silently, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+0+2+2Endless Hypnosis, Read the Tapestry, +1 Caster Level
2+1+0+3+3Sneak Attack +1d6, Guiding Moon, +1 Caster Level
3+2+1+3+3Coat of Many Stars, +1 Caster Level
4+3+1+4+4Pierce the Veil, +1 Caster Level
5+3+1+4+4Sneak Attack +2d6, +1 Caster Level
6+4+2+5+5Interstellar Void, +1 Caster Level
7+5+2+5+5Vision of the Void, +1 Caster Level
8+6+2+6+6Bonus Spell (6: Starmantle), Sneak Attack +3d6, +1 Caster Level
9+6+3+6+6Bonus Spell (7: Legend Lore), +1 Caster Level
10+7+3+7+7Bonus Spells (7: Vision, Ethereal Envelopment), +1 Caster Level
11+8+3+7+7Sneak Attack +4d6, +1 Caster Level
12+9+4+8+8Bonus Spell (8: Moment of Prescience), +1 Caster Level
13+9+4+8+8Bonus Spell (9: Microcosm), +1 Caster Level

Endless Hypnosis (Su): the Void Serpent can use her Hypnosis ability as often as she likes.

Read the Tapestry (Sp): the Void Serpent gains the Dark Tapestry Oracle Mystery of "Read the Tapestry", using her Caster Level in place of her effective Oracle Level.

Spellcasting: at every level, the Void Serpent's Sorcerer spellcasting ability increases by one effective level.

Sneak Attack (Ex): at levels two, five, eight and eleven, the Void Serpent's Sneak Attack ability increases by 1d6.

Guiding Moon (Su): the second-level Void Serpent gains the Moon Oracle Mystery of "Guiding Moon", using her Caster Level in place of her effective Oracle Level.

Coat of Many Stars (Su): at third level, the Void Serpent gains the Heavens Oracle Mystery of "Coat of Many Stars", using her Caster Level in place of her effective Oracle Level.

Pierce the Veil (Su): at level four, the Void Serpent gains the Dark Tapestry Oracle Mystery of "Pierce the Veil", using her Caster Level in place of her effective Oracle Level.

Interstellar Void (Su): the sixth-level Void Serpent gains the Heavens Oracle Mystery of "Interstellar Void", using her Caster Level in place of her effective Oracle Level.

Bonus Spells: at the listed levels, the Void Serpent learns bonus spells, adding them to her Class List if necessary.

Vision of the Void (Sp): at level seven, the Void Serpent gains the Void Oracle Mystery of "Vision of the Void", using her Caster Level in place of her effective Oracle Level.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Dream Naga
PF Bestiary 6, page 198. CR 9, level 9.
No hands or feet.


Oneiric Ophidian
Dream Nagas cast like Psychics, not Sorcerers, and that's about equal, more or less. Whatever. They like delving into dreams, which is fine, and this prestige class doesn't just make them better at casting and entering dreams, it provides a bit more use for when they actually do that rather than simply being a hobby. Dream Nagas don't have quite as much monstrous punch for their CR that a lot of others do, actually having (relatively) low casting ability, which is why you can just play them "at level".

Hit Die: d6
Skill Points: 6 + Int
Class Skills: Balance, Bluff, Concentration, Escape Artist, Knowledge (Any), Listen, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble
LevelBABFortRefWillSpecial
1+0+0+2+2Dream Power, +1 Caster Level
2+1+0+3+3Bonus Spell (Phantasmal Killer), +1 Caster Level
3+1+1+3+3Borrowed Goods, +1 Caster Level
4+2+1+4+4Bonus Spell (Mirage Arcana), +1 Caster Level
5+2+1+4+4Form of the Dream Dragon, +1 Caster Level
6+3+2+5+5Bonus Spell (Cloak of Dreams), +1 Caster Level
7+3+2+5+5Greater Borrowed Goods, +1 Caster Level
8+4+2+6+6Bonus Spell (Permanent Hallucination), +1 Caster Level
9+4+3+6+6Bonus Spell (Etherealness), +1 Caster Level
10+5+3+7+7That Was Just a Dream, +1 Caster Level
11+5+3+7+7Bonus Spell (Dream Voyage), +1 Caster Level

Dream Power: at first level, the Oneiric Ophidian gains Dreamtelling, Oneiromancy and Improved Oneiromancy (Heroes of Horror) as Bonus Feats, except the Spells granted by Improved Oneiromancy are also gain as Spells Known (though this doesn't mean she can cast spells too high a level for her to cast).

Spellcasting: Psychic casting ability increases every level, but no other class features are gained.

Bonus Spells: at the listed levels, the Oneiric Ophidian gains bonus Spells Known.

Borrowed Goods (Su): starting at level three, whenever the Oneiric Ophidian leaves someone's dream, she can pull an item or creature out of the dream: this functions as using Greater Shadow Conjuration to duplicate Minor Creation or Summon Monster IV, or casting Phantom Steed or Unseen Servant Horde, depending on what was in the dream. A single use of this ability may be performed per dream that is visited, and this takes place at the moment of leaving the dream, it can't be stored for later.

Form of the Dream Dragon (Sp): upon reaching level five, the Oneiric Ophidian may cast Form of the Alien Dragon I at will, but only to turn into a Dream Dragon. At level seven, this upgrades to Form of the Alien Dragon II (Dream Dragon only), and at level nine, this becomes Form of the Alien Dragon III (still only Dream Dragons).

Greater Borrowed Goods (Su): at level seven, the Borrowed Goods ability improves to Major Creation or Summon Monster VI or lower, still replicated as though by Greater Shadow Conjuration. This still has to resemble something from the dream itself.

That Was Just a Dream (Su): at level ten, whenever the Oneiric Ophidian leaves a dream, either the target can cast Subjective Reality once within the next ten minutes, or the Ophidian can cast Greater Shadow Transmutation once during this time.
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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Slime Naga
PF Bestiary 6, page 199. CR 9, level 9.
No arms.


Ooze Conductor
Oozy oozy goo goo goop sludge.

Hit Die: d8
Skill Points: 4 + Int
Class Skills: Bluff, Knowledge (any), Hide, Listen, Move Silently, Sense Motive, Spellcraft, Spot, Swim, Use Magic Device
LevelBABFortRefWillSpecial
1+0+2+2+0Ooze Master, Horrid Spittle, +1 Caster Level
2+1+3+3+0Call of the Ooze, Ooze Trail, +1 Caster Level
3+2+3+3+1+1 Caster Level
4+3+4+4+1Oozewalk, +1 Caster Level
5+3+4+4+1Slime Spray, +1 Caster Level
6+4+5+5+2Bonus Spell (Slime Wave, 6th), +1 Caster Level
7+5+5+5+2Ruinous Trail, +1 Caster Level
8+6+6+6+2Mitosis, +1 Caster Level
9+6+6+6+3Instant Oozewalk, +1 Caster Level
10+7+7+7+3+1 Caster Level
11+8+7+7+3Flux Slime, +1 Caster Level

Class Level:Available OozesSpell Level to Summon
1Ochre Jelly, Gelatinous Cube, Mustard Jelly*4
2Greater Spawn of Juiblex, Glimmerhollow*, Living Mirage*4
3Colour Out of Space*, Living Nebula*, Carnivorous Crystal*5
4Elder Black Pudding, Venom Ooze, Liquid Metal Slime*5
5Infernal Conflagration Ooze, Bog Scum*6
6Living Blasphemy (CR 13), Carnivorous Blob*6
7Elder Spawn of Juiblex, Gunpowder Ooze*7
8Living Red Tide (CL 16), Sewer Blight*7
9Teratomorph, Plasma Ooze*8
10Immortal Ichor*, Swamp Blight*, Singularity8
11Shoggoth*, Living Prismatic Mist (CL 18)9

*An asterisk denotes the creature is a Pathfinder monster.

Ooze Master: the Ooze Conductor's Ooze Master ability continues to increase as though class levels were racial hit dice.

Horrid Spittle (Su): when using his Spit ability, the Ooze Master can unleash effects equal to suffering the Slam attack of an Ooze, depending on the table above. This causes any damage aside from the physical aspect, as well as any secondary effects besides Engulf and Improved Grab. The Save DC against anything is always 10 + half his hit dice + his Constitution Bonus.

Spellcasting: at each level, the Ooze Conductor's spellcasting ability increases as though taking a level in Sorcerer, although no other class features are gained.

Call of the Ooze (Sp): starting at level two, the Ooze Conductor can use a Full Round Action to summon an Ooze, directly into his Control Pool, within Close Range or so that it touches (but is immune to) his Ooze Trail (see below). This lasts for one minute per hit die before bubbling away into nothing. The Oozes that can be summoned depend on his class level. This can be performed 3 times per day, but additional uses can be gained by expending Spell Slots, with the minimum Spell Level depending on the Ooze, according to the table above.

Ooze Trail (Su): with a Swift Action, the second-level Ooze Conductor can begin secreting a slippery goo, kind of like a snail. Every square through which he passes until the start of his next turn is affected, treated as though under the effects of a Grease spell to which he is immune. If he continues using this ability each turn, he continues leaving goo, and an uninterrupted trail continues to be affected. The moment he stops leaving a continual trail, it starts to dry out, and will only last for another full round before hardening then crumbling into dust.

Oozewalk (Su): starting at level four, the Ooze Conductor standing at least partially on its Ooze Trail can use a Move Action at will to teleport to any other area on its Ooze Trail.

Slime Spray (Su): the fifth-level Ooze Conductor can, once per five rounds, exhale its Spit or Horrid Spittle as a 30' Cone. This uses a Standard Action, and aside from any save against paralysis or similar, a Reflex Save halves any damage and negates being entangled (DC 10 + half his hit dice + his Constitution Bonus).

Bonus Spell: at level six, the Ooze Conductor gains Slime Wave as a bonus sixth level spell known.

Ruinous Trail (Su): at level seven, the Ooze Conductor can imbue harmful effects into his Slime Trail - he can choose an Ooze effect just like with Horrid Spittle, and it remains there until he stops creating slime or the area dries out, whichever is first. Creatures are allowed Saving Throws as normal.

Mitosis (Sp): starting at level eight, the Ooze Conductor can use his Call of the Ooze ability as an Immediate Action in response to taking Slashing or Piercing damage.

Instant Oozewalk (Su): the ninth-level Ooze Conductor can use Oozewalk with a Swift or Immediate Action.

Flux Slime (Su): at level eleven, the Ooze Conductor can choose the effects of Flux Slime for its Horrid Spittle, Slime Spray and Ruinous Trail, despite that being a hazard and not a creature with the Ooze Type.
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Koumei
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Royal Naga
PF Bestiary 3, page 198. CR 11, level 12.

Singular Collective
Any Naga can continue gaining spellcasting ability - indeed, basically every Naga does that. However the Royal Naga consist of five equally intelligent and domineering heads, all in agreement, and thus the Singular Collective also advances this, not by adding extra heads but by making each head more relevant.

Hit Die: d8
Skill Points: 8 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Sense Motive, Spellcraft, Spot
LevelBABFortRefWillSpecial
1+0+2+0+2Gaze Attack (Sensory), +1 Caster Level
2+1+3+0+3First Focus, +1 Caster Level
3+2+3+1+3Second Focus, +1 Caster Level
4+3+4+1+4Gaze Attack (Paralysis), +1 Caster Level
5+3+4+1+4Third Focus, +1 Caster Level
6+4+5+2+5Fourth Focus, +1 Caster Level
7+5+5+2+5Gaze Attack (Dominion), +1 Caster Level
8+6+6+2+6Fifth Focus, Council, +1 Caster Level

Gaze Attack (Su): at first level, the Singular Collective gains a third Gaze attack, though it can still only use one at a given time. A creature affected by this loses their sense of smell (and thus any Scent ability) and taste until affected by a Remove Curse, Break Enchantment or similar effect. To creatures that are deafened, it also renders the target completely mute.

At fourth level, it gains a fourth Gaze attack to cycle between. Failure against this one causes Paralysis for one round - and thus by keeping the gaze trained on creatures, it can cause them to remain paralyzed if they keep failing their saving throw.

At seventh level, it gains a fifth Gaze attack to cycle between. Failure to save against this causes the foe to be Dominated for three rounds.

Caster Level: at every level, the Singular Collective's casting ability improves as though gaining a level of Sorcerer.

Focus (Ex): at second, third, fifth, sixth and eighth level, a different head of the Singular Collective gains the ability to focus in a different path, granting its knowledge to the whole. Select a single Descriptor or Sub-School of magic, such as [Compulsions] or [Glamers] or [Fire] spells. It gains a +3 Competence Bonus to Caster Level for spells of that type, and may also learn a single Bonus Spell that has that Descriptor or Sub-School, even poaching from the Cleric or Druid list, providing it is high enough level to cast spells of the level in question. Should a given head be removed or rendered senseless in some manner, it loses access to all benefits that head provides.

Council (Su): the eighth-level Singular Collective may use a Full Round Action to activate all of its Gaze attacks for one round. On the following round, it reverts back to only one, unless another Full Round Action is spent.
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Re: Monster Prestige Classes (A Reprint)

Post by Koumei »

Flame Drake
Bestiary 2, page 106. CR 5, level 6.

Inferno Wyrm
We know the problems with playable standard dragons - they're loaded with stuff (racial hit dice, casting, other abilities) that means they can't be both big and actually playable at the same time, you need to explain why they suddenly age through murdering things rather than through time, yadda yadda. But look, the Red Drake actually is what most people probably want a Red Dragon to be: it's Large, it breathes fire, and it's an assortment of sharp parts with wings. Grand. Now this can be extended out to level 20 by getting bigger and scarier, and having a lot of choice in how it spits fire everywhere.

Hit Die: d12
Skill Points: 4 + Int
Class Skills: Appraise, Intimidate, Listen, Search, Spot, Survival
LevelBABFortRefWillSpecial
1+1+2+2+2Shaped Breath (Cone, Line), Smoke Vision, Magic Claws, Breath Infusions (Brilliant, Burning)
2+2+3+3+3Frightful Presence, Shaped Breath (Detonation), Breath Infusion (Draining)
3+3+3+3+3Wing Attacks, Shaped Breath (Trap), Breath Infusion (Entangling), Deep Breath
4+4+4+4+4Shaped Breath (Wandering), Breath Elements (Magma, Steam)
5+5+4+4+4Growth Spurt (Huge), Shaped Breath (Energize Claws, Eruption)
6+6+5+5+5Crush Attack, Shaped Breath (Wall), Breath Infusion (Bowling)
7+7+5+5+5Ablative Scales, Shaped Breath (Deadly Earth)
8+8+6+6+6Shaped Breath (Trail), Breath Element (Plasma), Breath Infusion (Magnetic)
9+9+6+6+6Shaped Breath (Cloud), Breath Infusion (Heatstroke), Fire Brand 3/day
10+10+7+7+7Breath Element (Sunlight), Breath Infusion (Unraveling)
11+11+7+7+7Growth Spurt (Gargantuan), Breath Infusion (Unblinking Vision)
12+12+8+8+8Fire Holder, Burning Exile
13+13+8+8+8Breath Element (Hellfire), Breath Infusion (Disintegration)
14+14+9+9+9Growth Spurt (Colossal)


Shaped Breath: at level one, the Inferno Wyrm's Breath Weapon becomes 1d6 damage per hit die. Additionally, it gains the ability to resolve its Breath Weapon as a Line or Cone sized appropriately for a True Dragon of its size, no matter what element it uses.

At level two, it may be unleashed as a Detonation with any element it can use, unleashing the Breath out to everything within 20 feet of itself, still allowing a Reflex Save for half.

At level three, it may be exhaled directly onto a 5' square anywhere within its Reach. If something touches this square and exerts at least 10 pounds of pressure, the space explodes, affecting all within 10 feet as though caught in the Breath Weapon - the creature that triggered in gets no saving throw but others are allowed a Reflex Save for half. This lasts for 3 rounds, but for every extra round of delay added to the next usage of its breath (as with Meta-Breath feats), another 3 rounds can be added. A single square can only have one breath trap at a time, and counts as a magical trap with a DC of 10 + its hit dice + its Constitution Bonus.

At level four, it may function as though affected by the "Mobile Blast" Kineticist Infusion, and increases the breath weapon delay by 2 rounds - if the total delay is reduced to the base 1d4 rounds (such as through Deep Breath or Meta-Reduction feats), it is treated as having no Burn Cost and thus can basically last forever.

At level five, it may energise its claws (only with the Fire, Hellfire or Sunlight breath), exhaling energy directly onto its claws such that until it regains its breath weapon, they deal an added 1d6 damage of the relevant energy type per 4 hit dice (round up). It may also increase the breath weapon delay by 1 round to turn its breath into an eruption - a Column 15' in radius and 50' high. This can be used with any of its breath types.

At level six, it may increase its delay by 2 in order to create a wall (of any element) that is at least partially within Close Range, and is 5' wide, and either 10' high and up to 120' long, or up to 20' high and up to 60' long. Everything caught in the area takes 1/4 of the normal damage with no saving throw. The wall remains until the breath weapon becomes available again, and during this time it provides Cover and any time a creature crosses the wall, it takes half Breath Weapon damage with no saving throw.

At level seven, when using Magma or Hellfire Breath, it may use the "Deadly Earth" Kineticist Infusion (adding three rounds of delay but lasting until the breath weapon can next be used).

At level nine, when using Steam Breath, it may use the "Cloud" Kineticist Infusion (adding three rounds of delay but lasting until the breath weapon can next be used).

Smoke Vision (Ex): the Inferno Wyrm can see through smoke as though it weren't there, and doesn't suffer any penalties or ailments from it.

Magic Claws (Su): the Inferno Wyrm's natural weapons are all innately Magic Weapons, with an Enhancement Bonus of +1 per 4 hit dice (round up).

Breath Infusions: as it gains levels, the Inferno Wyrm gains modifiers to its breath weapons that it can choose to apply, and these work as Kineticist Infusions. It can only apply one at a time, but it can mix them with Shaped Breath freely.

At first level, it can apply the Burning Infusion to Fire, Hellfire, Magma and Plasma breaths at no added cost, or it can apply Brilliant Flash to Fire, Plasma and Sunlight breaths by increasing the delay by 1 round.

At second level, it can apply the Draining Infusion to its Fire breath, giving it a weapon to use against [Fire] creatures, increasing the delay by 1 round.

At level three, it can apply the Entangling Infusion to its Fire and Magma breath weapons, increasing the delay by 1 round.

At level six, it can apply the Bowling or Pushing Infusion to its Magma breath weapon, increasing the delay by 1 round.

At level eight, it can apply the Magnetic Infusion to its Plasma breath at no added cost.

At level nine, by increasing the delay by 1 round, you can force all creatures damaged by a Fire or Sunlight breath to attempt a Fortitude Save (same DC as normal), or suffer from heat stroke, becoming Fatigued.

At level ten, it can apply the Unraveling Infusion to its Fire breath, increasing the delay by 1 round.

At level eleven, it can apply the Unblinking Infusion to its Fire or Sunlight breath, increasing the delay by 2 rounds.

At level thirteen, it can apply the Disintegrating Infusion to its Fire, Hellfire, Plasma or Sunlight breath, increasing the delay by 3 rounds.

Frightful Presence (Su): at level two, the Inferno Wyrm gains the Frightful Presence of a true dragon.

Deep Breath (Ex): the third-level Inferno Wyrm can increase the action time of its Breath Weapon to One Round (thus unleashing it right before the start of its next turn) and in doing so reduce its Breath Weapon delay by 3 rounds (minimum of 1).

Wing Attacks (Ex): at level three, the Inferno Wyrm can use its wings properly, gaining two Secondary Wing attacks that deal damage as normal for a True Dragon of its size.

Breath Elements: at level four, the Inferno Wyrm can choose to exhale Magma or Steam instead of Fire. This changes the damage to half Fire and half Physical Bludgeoning, meaning only half can be affected by Immunity, Resistance or Weakness to Fire, but the other half can be subject to Damage Reduction.

At level eight, it can exhale Plasma, which is half Fire and half Electricity.

At level ten, it can exhale pure Sunlight, which is generally just considered "energy damage" that doesn't really have a type, but it can never be resisted by Undead, and while a creature is exposed to it (usually only relevant to effects with a lingering duration), they are treated as being in sunlight (such as for Daylight Powerlessness).

At level thirteen, it can exhale Hellfire, which is half Fire and half Evil/Profane damage. Furthermore, any creature killed by this damage is immediately condemned to the Nine Hells.

Growth Spurt: at level five, the Inferno Wyrm grows Huge. Instead of the "normal" increases based on size, its Natural Armour increases by 5, and its Strength and Constitution each increase by 4. This also grants it the Swallow Whole ability, which deals 1/2 its Breath Weapon in damage per round with no saving throw, providing its breath weapon is available, otherwise dealing 1/4 damage. If something is slain from this damage inside its stomach, it immediately reduces its breath weapon delay by 4 rounds (with leftover reducing the delay following its next usage providing this happens on its next turn).

At level eleven, it grows Gargantuan, and its Natural Armour increases by another 5, and its Strength and Constitution increase by another 4 each. It also subtracts 1 from the number of rounds of delay its breath weapon has every time it is used, although if a combination of effects bring this below one, that doesn't actually mean it gets extra actions to exhale multiple times in the same round.

At level fourteen, it grows Colossal, and its Natural Armour increases by another 5, and its Strength and Constitution increase by another 4 each.

Ablative Scales (Ex): when a seventh-level Inferno Wyrm suffers more than half of its maximum HP in damage from a single attack, or suffers an instantly lethal attack, many of its scales with blast away, saving its life. It suffers only half of its maximum HP in damage, and its Natural Armour is reduced by 8. This recovers like Ability Damage, and the ability cannot be used until fully recovered - both health and Natural Armour.

Fire Holder (Su): at level twelve, the Inferno Wyrm can cast Hold Monster on creatures with the [Fire] Subtype at will, ignoring any innate immunities granted by Type or Subtype (but not, for instance, by casting Mind Blank or Freedom of Movement), and with a Duration of Concentration. The Save DC is 10 + half its hit dice + its Charisma Bonus.

Burning Exile (Su): the twelfth-level Inferno Wyrm can banish a swallowed creature to the Plane of Fire as part of the action of swallowing them, or with a Move-Equivalent Action each turn they remain in its stomach. They are allowed a Will Save (DC 10 + half its hit dice + its Charisma Bonus) to resist this, but if they are banished, its gut fills with fire once more, and its breath weapon is once again instantly available.
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