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| Gwenfloor03-19-07, 09:11 PM | As I would open up a big bucket of worms with higher-level monsters, I plan on introducing a variant rule for L.A. I read in this thread (http://boards1.wizards.com/showthread.php?t=812021) about the L.A. system, highlighting how at higher levels monster PCs, especially the spell casting ones, get the short end of the stick. Thus, I propose a new system for monster classes, without the Level Adjustment. The amount of levels in a monster class depends on the monster’s Hit Die. The Buying off Level Adjustment rule is taken from Unearthed Arcana, where the monster character would spend extra experience points to buy the more powerful features of the monster, and their Racial Hit Die is included into the Required Character Level. The amount of experience points depends upon the level adjustment that they have listed. Thus, the monster PCs have the same amount of Hit Die, Skill Points, Feats and Saving Throws as the non-monstrous PCs, but have to pay extra experience points to buy the more powerful features that would grant them a Level Adjustment in the first place. NOTE:You are not buying off Level Adjustment, but are paying the experience points that would be listed in the Unearthed Arcana "Buying off Level Adjustment" rules to buy the special abilities that would warrant a Level Adjustment in the first place. Starting Level Adjustment Numer of Hit Die Necessary for Buying Powers for this LA Experience Points to Buy the Ability +1 3 2,000 +2 6 5,000 +3 9 8,000 +4 12 11,000 +5 15 14,000 +6 18 17,000 For Level Adjustments higher than this, add another 3 Hit Die per Additional Level Adjustment and 3,000 experience points. Level Adjustments must be bought off in order. Note: You may notice that some monsters do not have to buy off as many abilities as usual. This is on purpose: several monster abilities that would warrant a level adjustment are not game-breaking at higher levels. Thus, they gain these abilities later in their monster class. Now, we will start with Monster Classes with creatures from the Monster Manual, in order from the most basic to the most advanced. More information about these monsters can be found in the Monster Manual. CR 1 Monsters Aasimar Aasimars do not have a monster class, but start out with no energy resistance. They must pay off their +1 Level Adjustment to gain +2 to the other ability score and energy resistance to acid, cold, and fire. Tiefling Tieflings do not have a monster class, but do not start out with energy resistance. They must pay off their +1 Level Adjustment to gain energy resistance to cold, electricity, and fire. Locathah Locathahs are a cross between a human and a fish, not unlike a mermaid, except that they bear the head of a fish and fins adorn their legs, shoulders, arms, and hands. Locathah are medium humanoids. Level Base Attack Bonus Fort Ref Will Special 1st 0 0 2 0 +2 to Dexterity, Intelligence, or Wisdom 2nd +1 0 3 0 +3 Natural Armor Class Skills: Craft, Listen, Spot, Swim Skill Points at 1st Level: (2+ Int Mod) x4. Skill Points at each additional level: (2+ Int Mod). Abilities: Depending on their role and class, any ability score can be important to a Locathah. Locathahs make surprisingly good scholars and philosophers, given their above-average Intelligence and Wisdom. Alignment: Any. Hit Die: d8 Starting Gold: As Barbarian. Age: Locathahs age at the same rate as humans. Favored Class: Barbarian. Languages: Aquan. Bonus Languages: Common, Elven, Giant, and Sahuagin. The nomadic Locathah pick up a number of languages in their undersea travels, from human mariners, aquatic elves, merrow, scrags, and sahuagin. Locathah have a +3 Natural Armor bonus. Ability Bonus: A Locathah gets a +2 bonus to Dexterity, Intelligence, or Wisdom. When they pay off their +1 Level Adjustment, they gain +2 to the other two ability scores. Speed: Locathah have a Land speed of 10 feet and a Swim speed of 60 feet. Skills: A Locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Class Features All of the following are class features of the Locathah: Weapon and Armor Proficiency: Locathahs are proficient in all Simple Weapons and no armor. Merfolk Merfolk are humanoids with the lower body of a fish and the upper body of a human. Merfolk are medium humanoids. They start out with a +2 bonus to Dexterity, Constitution, or Charisma. Merfolk do not have a monster class, but if they buy off their +1 Level Adjustment, they gain a +2 bonus to the two abilities that they did not select at Character Creation. Dwarf, Duergar Duergar do not have a monster class, but they must pay off their +1 Level Adjustment in order use their Spell-like Abilities. They gain immunity to paralysis, phantasms, and poison at 5th level. Elf, Drow Drow do not have a monster class, and start out with a +2 to Dexterity, Intelligence, or Charisma, and a -2 to Constitution. They must pay off their +1 Level Adjustment to gain a bonus to the other two. For their Spell Resistance, they must pay off their +2 Level Adjustment. Ghoul Ghouls are the undead forms of people in life who not only ate the flesh of their fellow kind, but enjoyed killing their victims as much as they enjoyed devouring them in body, mind, and soul. Ghouls have to buy off their +1 Level Adjustment to gain +2 to Strength, Intelligence, and Charisma. To gain +4 to Dexterity and Wisdom, they must buy off their +2 Level Adjustment. To gain the Ghast’s +4 Strength, +2 Dexterity, and +4 Charisma, they must buy off their +3 Level Adjustment. Level Base Attack Bonus Fortitude Reflex Will Special 1st 0 0 0 +2 Nat. Armor+1, Bite 1d6, Claw 1d3, +2 Strength 2nd 1 0 0 +3 Paralysis, Ghoul Fever, Nat. Armor+2 3rd 1 +1 +1 +3 Nat. Armor+3 4th 2 +1 +1 +4 Ghast, Nat. Armor+4, Bite 1d8, Claws 1d4, Stench Class Skills: Balance, Climb, Hide, Jump, Move Silently, Spot. Skill Points at 1st Level: (4+ Int Mod) x4 Skill Points at each additional Level: 4+Int Mod Abilities: Strength and Dexterity help a Ghoul in physical combat, while Charisma enhances their special attacks. Alignment: Any, but most are Chaotic Evil Hit Die: d12 Starting Gold: As monk Age: Ghouls do not age. Favored Class: Rogue. Languages: Those they knew in life. Bonus Languages: Those of its original race. Class Features All of the following are class features of the Ghoul: Weapon and Armor Proficiency: Ghouls are proficient with all Simple Weapons, no armor, and no shields. +2 Turn Resistance (Ex): Ghouls and Ghasts have a +2 racial bonus on turn resistance. Paralysis (Ex): Those hit by a ghoul/ghast’s bite or claw attack must succeed on a Fortitude Save (DC= 10+1/2 Ghoul/ghast’s Monster Level+ Ghoul/ghast’s Charisma modifier) or be paralyzed for 1d4+1 rounds. Elves are immune to a ghoul’s paralysis, but not a ghast’s. Ghoul Fever (Su): Disease-bite, Fortitude Save (DC= 10+1/2 ghoul/ghast’s monster level+ ghoul/ghast’s Charisma modifier), incubation period 1 day, 1d3 constitution and 1d3 Dexterity. Stench (Ex): The Save DC for a ghast’s Stench attack is 10+ ½ the ghoul’s monster level+ Charisma Modifier. All within 10 feet of the Ghast must make this save. Those who fail are sickened for 1d6+4 minutes. Ghast: At 4th level, a ghoul transforms into a ghast, a stronger and more cunning version of a ghoul. The ghast now gains the Stench special attack, and her claws and bite attacks now deal 1d4 and 1d8 points of damage, respectively. Githyanki Githyanki do not have a monster class, but they must pay off their +1 Level Adjustment to gain the Psionics special ability, and their Spell Resistance 5+ character level special ability. Githyanki were quite sub-par for an LA+2 Race, so I lowered the LA to +1. Githzerai Githzerai do not have a monster class, but they must pay off their +1 Level Adjustment to gain +6 to Dexterity. Normally, they would start out with -2 Intelligence and +2 Wisdom. They must buy off their +2 Level Adjustment to gain spell resistance 5+character level, Inertial Armor, and Psionics. Gnoll Gnolls are humanoids who have jackal-like qualities. They are vicious nocturnal carnivores who are renowned for their disdain of manual labor and tendency to think with their stomachs. Level Base Attack Bonus Fortitude Reflex Will Special 1st 0 2 0 0 +4 Strength, -2 Intelligence, -2 Charisma 2nd +1 3 0 0 +2 Constitution, +1 Natural Armor Abilities: The physical abilities are of utmost importance to the Gnoll. Mental ability scores are left to the leaders and tacticians. Gnolls have a +4 Strength, but a -2 to Intelligence and Charisma. Alignment: Most in theory are uniformly chaotic and/or evil, but in reality can be of any alignment. Hit Die: d8 Starting Gold: As Ranger. Age: As half-orcs. Favored Class: Ranger. Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. Class Features All of the following are class features of the Gnoll: Weapon and Armor Proficiency: Gnolls are proficient with all simple weapons, shortbow and battleaxes, and light armor. Gnome, Svirfneblin Svirfneblin Gnomes do not have a monster class, but they must buy off their +1 Level Adjustment to gain their +4 dodge bonus against all creatures. They must pay off their +2 Level Adjustment to gain their Spell-like abilities and the Nondetection Special Quality. They must pay off their +3 Level Adjustment to gain Spell Resistance. Grig Grigs start out with -6 to Strength, +2 to Constitution, Wisdom, and Charisma, their +8 racial bonus to jump and a +5 racial bonus to Move Silently in forest settings. Grigs do not have a monster class, but they must buy off their +1 Level Adjustment to gain their spell-like abilities, a +2 natural armor bonus, and spell resistance of 12. They must buy off their +2 Level Adjustment to gain the Fiddle supernatural ability and in addition, gain a +2 to Charisma and a +4 to Dexterity, and a Spell Resistance of 14. They must buy off their +3 Level Adjustment to gain a +4 to Dexterity and DR 5/Cold Iron, and a Spell Resistance of 17. Grimlock Grimlocks are blind creatures that rely on their non-visual senses to survive in the dire regions of the Underdark. They are cruel and merciless not by nature, but by necessity, as those that cannot fend for themselves either die or become the slaves of drow, duergar, or other malicious Underdark denizens. Grimlocks have to buy off their +1 Level Adjustment to gain an additional +2 natural armor, blind-sight out to 40 ft. Level Base Attack Bonus Fortitude Reflex Will Special 1st +1 0 2 2 +4 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -4 Charisma, Track (B), Scent, Blind-sight 10 ft., +1 Natural Armor 2nd +2 0 3 3 Blind-sight 20 ft., +2 Natural Armor Class Skills: Climb, Hide, Listen, and Spot. Grimlocks have Listen as a Class skill for all classes they take levels in. Skill Points at 1st Level: (2+ Int Mod) x4. Skill Points at each additional level: (2+ Int Mod). Abilities: The physical stats matter the most to the Grimlock, with a high Wisdom being important as well to heighten the Grimlock’s senses. Alignment: A large minority of Grimlocks (about 40%) is Neutral Evil in alignment, but other alignments among the rest are usually Neutral on the moral axis. Grimlocks raised as slaves in other races’ cultures tend towards the cultural alignment. Hit Die: d8 Starting Gold: As Barbarian. Age: Adulthood 12 years, Middle Age 30 years, Old 45 years, Venerable 60 years. Favored Class: Barbarian. Languages: Grimlock and Common. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon. Class Features All of the following are class features of the Grimlock: Weapon and Armor Proficiency: A Grimlock is proficient in all Simple Weapons and the Battleaxe, and not armor. Scent: Grimlocks gain the Scent special quality. Track: Grimlocks gain the Track feat as a bonus feat. Blind-sight: Grimlocks gain the Blind-sight special quality, with a radius indicated above. Beyond this range, opponents are treated as having total concealment. Grimlocks are susceptible to sound and scent based attacks, however, and are affected normally by loud noises and sonic attacks. Negating a grimlocks’s sense of smell or hearing reduces this ability to normal Blind-fight, athe feat. If both these senses are negated, a grimlock is effectively blinded. Immunities: Grimlocks are immune to all gaze attacks, visual effects and illusions, and all other attack forms that rely on sight. Lizardfolk Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. They have to buy off their +1 Level Adjustment to gain an additional +3 Natural Armor bonus. Level Base Attack Bonus Fortitude Reflex Will Special 1st 0 0 2 0 +2 Strength and Constitution, -2 Intelligence, Natural Weapons, +1 Natural Armor 2nd +1 0 3 0 Hold Breath, +4 racial bonus to Balance, Jump, and Swim, +2 Natural Armor Class Skills: Balance, Jump, and Swim. Skill Points at 1st Level: (2+ Int Mod) x4. Skill Points at each additional level: (2+ Int Mod) Abilities: Strength and Constitution are of utmost importance to a Lizardfolk, with Wisdom being vital to aspiring Druids. Alignment: Lizardfolk get a bad reputation from the other races, considered predatory and evil. In reality, Lizardfolk are just as varying in morality as humans are. Hit Die: d8 Starting Gold: As Druid Age: As Kobolds. Favored Class: Druid. Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc. Class Features All of the following are class features of the Lizardfolk: Weapon and Armor Proficiency: Lizardfolk are proficient with all simple weapons and shields, but not tower shields. Natural Weapons: Lizardfolk have 2 claws that deal 1d4 slashing damage and a bite that deals 1d4 piercing damage. Hold Breath: A Lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Nixie Nixies do not have a monster class, but start out with -4 to Strength, +2 to Intelligence, +2 to Wisdom, a Swim speed of 30 feet, Wild Empathy, and the Amphibious special ability. They must buy off their +1 Level Adjustment to gain Spell resistance equal to 10, the Water Breathing spell-like ability, a +4 to Dexterity, and gain a +2 racial bonus to Wild Empathy. They must buy off their +2 Level adjustment to gain DR5/Cold Iron, Charm Person, and an increase of the racial bonus of the Wild Empathy to +4. They must buy off their +3 Level Adjustment to gain a Spell Resistance equal to 15, a +2 to Dexterity and +8 to Charisma, and an increase of the racial bonus of Wild Empathy to +6. Pseudodragon Pseudodragons are diminutive relatives to the fabled dragons of lore. Their name was derived by scholars who thought the creatures, with their lack of a breath weapon and tiny size, to not be “True” Dragons. In reality, Pseudodragons are to Dragons as monkeys are to man. Level Base Attack Bonus Fortitude Reflex Will Special Abilities 1st 1 2 2 2 -4 Strength, +2 Constitution, +2 Wisdom, Poison, Natural Armor +1 2nd 2 3 3 3 Immunity to Sleep and Paralysis, Telepathy, Natural Armor +2 Class Skills: Diplomacy, Hide, Listen, Search, Sense Motive, Spot, Survival. Skill Points at 1st Level: (8+ Int Mod)x4. Skill Points at each additional level: (8+ Int Mod). Abilities: The abilities most important for a Pseudodragon are Dexterity and Wisdom. Wisdom helps with the Pseudodragon’s senses, while Dexterity helps the Pseudodragon avoid attacks and makes up for her low Strength. Alignment: Except for the most rare occurrences and events, Pseudodragons as a whole are Neutral Good, willing to help others in need within reason, both understanding the need for laws and hierarchy, yet understanding the desire for freedom and independence. Hit Die: d12 Starting Gold: As Monk Age: Child 1-2, Young Adult 3-4, Adult 5-7, Middle Age 8-9, Old 10-11, Very Old 12-13, Venerable 14-15. Favored Class: Any Languages: Draconic, Common, Sylvan. Bonus Languages: Any (except for secret languages, such as Druidic). Class Features All of the following are class features of the Pseudodragon. Weapon and Armor Proficiency: Pseudodragons are proficient with no weapons or armor. Skills: Pseudodragons have a +4 racial bonus on Hide checks, except in forest or overgrown areas, in which the bonus improves to +8. Telepathy: A Pseudodragon can communicate telepathically with creatures that speak Common or Sylvan, provided that they are within 60 feet. Poison: Injury, Fortitude DC 10+ Con Mod+ ½ Hit Dice+ 2 racial bonus. The initial damage is sleep for 1 minute, and the secondary damage is sleep for 1d3 hours. The poison is located in the Pseudodragon’s tail. Pseudodragons must buy off their +1 Level Adjustment to gain +2 to Dexterity, an additional +2 natural armor bonus, and Immunity to Paralysis and Sleep, their +2 Level Adjustment to gain Blindsense and their +3 Level Adjustment to gain Spell Resistance. Troglodyte Troglodytes are short, husky, reptilian humanoids who are known for their sadistic and rapacious nature. Their offensive stench coupled with their notoriety to consume the remains of their enemies leaves them with little friends and no tolerance among other communities. Level Base Attack Bonus Fortitude Reflex Will Special Abilities 1st 0 2 0 0 Natural Weapons, Stench, +1 Natural Armor 2nd 1 3 0 0 Multiattack (B), +2 Natural Armor Class Skills: Hide, Listen. Skill Points at 1st Level: (2+ Int Mod)x4. Skill Points at each additional level: (2+ Int Mod). Abilities: The physical ability scores are of utmost importance to Troglodyte warriors, while a high Wisdom and Charisma benefit the priests and Clerics. Trogs have -2 Dexterity, +4 Constitution, -2 Intelligence. Alignment: The majority of Troglodytes are Chaotic Evil, due to their culture’s obsession with violence and strength, plus their isolation from other peoples leaves most Troglodytes unknowing of any other way of life. Hit Die: d8. Starting Gold: As monk. Valuable metals in Troglodyte society are usually thrown away with the rest of the trash. Age: Unknown, but estimated to be similar to Lizardfolk, albeit shorter, due to their harsh lifestyle. Favored Class: Cleric. Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc. Class Features All of the following are class features of the Troglodyte. Natural Weapons: A Troglodyte has two claw attacks that deal 1d4 points of slashing damage and a bite attack that deals 1d4 points of piercing damage. Stench: The Fortitude Save’s DC is equal to 10+half the Hit Dice+Con Mod. Any creature except for other Troglodytes within 30 feet must make this save or be sickened for 4 rounds. This can be increased to 10 rounds by buying off the +1 Level Adjustment. Troglodytes only have a +1 Level Adjustment. If they buy it off, their Stench ability increases to 10 rounds, plus they gain an additional +4 natural armor bonus. Cr 2 Monsters Azer Azers are Dwarven people native to the Elemental Plane of Fire. They possess no facial or body hair, instead having fire in the shape of hair covering their bodies. Azers are tolerant of all but the most inhospitable of high temperatures and can survive comfortably in a desert in the afternoon. Level Bab Fort Ref Will Special Abilities 1st 1 2 2 2 +2 Constitution, -2 Charisma, Heat, Vulnerability to Cold 2nd 2 3 3 3 +1 Natural Armor, +2 Intelligence Class Skills: Appraise, Climb, Craft, Hide, Jump, Listen, Search, Spot. Skill Points at 1st level: (8+Int Mod)x4. Skill Points at each additional level: (8+Int Mod). Abilities: Azer are adept at all abilities except for charisma; their quickness to take offense, coupled with their gruff attitude, make them poor diplomats. Alignment: All but the cultural pariah are Lawful Neutral amongst Azer society. Their roles are strictly hierarchal, and all serve in their places, high or low. Even the rules are not afforded laziness and unnecessary decadence. Hit Die: d8. Starting Gold: As Rogue. Age: Immortal. Favored Class: Fighter. Languages: Ignan, Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran. Class Features All of the following are class features of the Azer. Weapon and Armor Proficiency: Azer are proficient with all simple and martial weapons, light and medium armor, and shields. Azers must pay off their +1 Level Adjustment to gain an additional +5 to their Natural Armor, their +2 Level Adjustment to gain +2 to Dexterity, Strength, and Wisdom, their +3 Level Adjustment to gain Spell Resistance 13, and their +4 Level Adjustment to gain immunity to Fire. Bugbear Bugbears are the most fierce and honorless of the goblinoid people. Bugbears are infamous for their unnecessary cruelty towards others, even their own kind, and their willingness to treat any creature as a reasonable source of food. Cannibalism is not taboo to them. They are more likely to partake in the consumption of their people not out of a cultural respect, but out of hunger. Level Bab Fort Ref Will Special Abilities 1st 0 0 2 0 +2 Constitution, -2 Charisma, +1 Natural Armor, +2 Move Silently 2nd 1 0 3 0 +2 Natural Armor, Scent, +3 Move Silently 3rd 2 1 3 1 +3 Natural Armor, +4 Move Silently Class Skills: Climb, Hide, Listen, Move Silently, Search, Spot. Skill Points at 1st Level: (2+Int Mod)x4. Skill Points at each additional level: (2+Int Mod). Abilities: The physical statistics are of paramount importance among Bugbear society, where might indeed makes right. Alignment: About one-half to three-fourths of bugbears estimated are Chaotic Evil in alignment, only following the rules to avoid punishment. Only the leaders are allowed to do whatever they want. Hit Die: d8. Starting Gold: As Barbarian. Age: As half-orcs. Favored Class: Rogue. Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Class Features All of the following are class features of the bugbear. Weapon and Armor Proficiency: Bugbears are proficient in all simple weapons, morningstars, light armor, and shields. Bugbears must buy off their +1 Level Adjustment to gain +4 to Strength, +2 to Dexterity. Choker Chokers are solitary hunters that have a primitive mindset, slightly above that of an intelligent animal, but some of them have been known to possess an intellect on par with that of humans. They are surprisingly strong for their size, and are experts at grappling and choking, as befits their name. Level Bab Fort Ref Will Special Abilities 1st 0 0 0 2 +2 Dexterity, +2 Constitution, +2 Wisdom, -6 Intelligence, -4 Charisma, Constrict, +2 Natural Armor 2nd 1 0 0 3 Quickness, +3 Natural Armor 3rd 2 1 1 3 Improved Grab, +4 Natural Armor Class Skills: Climb, Hide, Move Silently. Skill Points at 1st Level: (2+Int Mod)x4. Skill Points at each additional level: (2+Int Mod). Abilities: The physical ability scores are very important to the Choker, most notably Strength and Dexterity. Alignment: About three-fourths of Chokers are Chaotic Evil, leading an amoral lifestyle and possess little understanding of legitimate authority or honor. Hit Die: d8. Starting Gold: As Monk. Languages: Undercommon. Bonus Languages: Common. Class Features All of the following are class features of the Choker. Weapon and Armor Proficiency: Chokers are proficient with all Simple Weapons. A choker must spend it’s +1 Level Adjustment to gain a Climb Speed of 10 feet, +6 to Strength, and +2 to Dexterity. Devil, Imp Demon, Dretch The Dretch are officially the lowest of the low among the Tanar’ri, and they earn no amount of grief from it. The main, and possibly only, purpose of the Dretches is to be cannon fodder in the abyssal armies. Level Bab Fort Ref Will Special Abilities 1st 1 2 2 2 +2 Strength, +4 Constitution, -6 Intelligence, Spell-like Abilities (CL 1st), Telepathy, +1 Natural Armor 2nd 2 3 3 3 Summon Tanar’ri, Weapons (Chaos, Evil), +2 Natural Armor Class Skills: Hide, Listen, Move Silently, Search, Spot, Survival. Skill Points at 1st level: (8+Int Mod)x4. Skill Points at each additional level: (8+Int Mod). Abilities: Strength and Constitution are important for melee combat, while Charisma helps improve the spell-like abilities. Alignment: All Dretch are Chaotic Evil. Any that deviate from the norm are ruthlessly slaughtered. Hit Die: d8. Starting Gold: As Monk. Age: Immortal. Favored Class: Any but Monk or Paladin. Languages: Abyssal. Bonus Languages: Celestial, Common, Infernal. Class Features All of the following are class features of the Dretch Weapon and Armor Proficiency: Dretches are proficient in all simple and martial weapons. A Dretch must pay off his +1 Level Adjustment to gain resistance 5 to acid, cold, and fire, an additional +3 natural armor, their +2 Level Adjustment to gain immunity to electricity and poison, damage reduction 5/Cold Iron or Good, and resistance 10 to acid, cold, and electricity. Demon, Quasit Kuo-toa Kuo-toa are amphibious, froglike, humanoids that dwell deep underground in subterranean lakes and large pockets of water. Religion is a very important part of the Kuo-toas’ life, and are expected to respect and worship Blibdoolpoolp, their creator Goddess, or face the death penalty for heresy, becoming an apostate, or converting to another religion. Level Bab Fort Ref Will Special Abilities 1st 1 0 2 2 Alertness (B), +2 Strength, -2 Charisma, Amphibious, Adhesive, Light Blindness, +2 bonus on Search, Spot, Escape Artist 2nd 2 0 3 3 Slippery, +2 Natural Armor Class Skills: Craft, Escape Artist, Knowledge (Any one skill), Listen, Move Silently, Search, Spot, Swim. Skill Points at 1st Level: (2+Int Mod)x4. Skill Points at each additional Level: (2+Int Mod). Abilities: Wisdom is very important for all Kuo-toa, from the whips who are expected to dispense their teachings to the community, to the soldiers and monitors, who must ever watchful for hidden threats and intruders. The physical ability scores are most important to the soldiers and monitors. Alignment: About one-half of the Kuo-toa are Neutral Evil, with the Lawful Evil ones becoming Monks, called monitors in their culture, while the Chaotic Evil ones are most likely to become Clerics, called whips in their culture, of the Sea Mother, Blibdoolpoolp, who is also Chaotic Evil. Hit Die: d8. Starting Gold: Depends on caste. Priest: As Cleric. Soldier: As Rogue. Monitor: As Monk. Laborer: As Monk. Age: Adulthood 10, Middle Age 20 years, Old 40 years, Venerable 50 years. Favored Class: Rogue. Languages: Kuo-toan, Undercommon, and Aquan. Class Features All of the following are class features of the Kuo-toa. Weapon and Armor Proficiency: Kuo-toa are proficient in all simple weapons and shields. Lightning Bolt (Su): Any Kuo-toa with levels in Cleric that worship Blibdoolpoolp can use this ability. Kuo-toans must buy off their +1 Level Adjustment in order to gain +2 to Constitution, Intelligence, and Wisdom, and an additional +2 Natural Armor. They must pay off their +2 Level Adjustment to gain +2 to Wisdom, an additional +2 Natural Armor, their immunity to poison and paralysis, an additional +2 bonus to Search, Spot, and Escape Artist. They must pay off their +3 Level Adjustment to gain an additional +4 bonus to Escape Artist checks, Electricity Resistance 10, and Keen Sight. Sahuagin Sahuagin are marine humanoids who bear the ferocity and tenacity of marine sharks. Their heads resemble that of a fish, but filled with sharp teeth. Level Bab Fort Ref Will Special Abilities 1st 1 0 2 2 Blood Frenzy, Rake, Freshwater Sensitivity, Light Blindness, Water Dependent, Swim, Talon or Bite Natural Attack (choose one) (1d4) 2nd 2 0 3 3 Speak with Sharks, Multiattack (B), +2 Natural Armor, Talon or Bite Natural Attack (choose the one you did not pick) (1d4) Class Skills: Handle Animal, Hide, Listen, Profession, Ride, Spot, Survival. Skill Points at 1st level: (2+Int Mod)x4. Skill Points at each additional level: (2+Int Mod). Abilities: Depending on the caste that the Sahuagin was born into, the most important ability score for a Sahuagin is different. For Clerics, it is Wisdom, for warriors, it is the physical ability scores, and for the shark handlers, it is Charisma, needed to help in the training and rearing of sharks. Alignment: The majority of Sahuagin are Lawful Evil, possessing a code and hierarchy that is efficient at maintaining civil order, as well as inspiring the fear and respect needed to put dissidents and rebels in line. Every member of the society has a role to fulfill in the community, from priests that communicate with Sekolah, to the handlers that breed and domesticate sharks, to the scouts and soldiers that take dispose of threats to the community. Hit Die: d8. Starting Gold: By role; Priest: As Cleric; Soldier/Baron/Prince: As Fighter; Handler: As Barbarian. Sahuagin start out with +2 to any one ability score but Charisma, and a -2 to Charisma. The Sahuagin must buy off their +1 Level Adjustment to gain an additional +3 bonus to natural armor and Blindsense. They must pay off their +2 Level Adjustment to gain +2 to the other four ability scores, but if the original +2 bonus was not Strength and/or Intelligence, then they gain a +4 bonus to the ability score that was not selected. For Sahuagin born with four arms, they must pay off their +3 Level Adjustment to use their arms. Otherwise, their arms are not fully developed and are incapable of manipulating objects. For Malenti Sahuagin, they have a Swim speed of 40 feet and no natural attacks, but can survive out of water twice as long. |
| Thomar_of_Uointer03-20-07, 12:26 AM | Read Savage Species. It's 3.0, but it already covers all of this. LA buyoff is intended to get rid of Level Adjustment, not to gain it. Reread the rules on that. http://www.d20srd.org/srd/monstersAsRaces.htm http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm#experienceP ointCost |
| Gwenfloor03-20-07, 09:16 AM | Read Savage Species. It's 3.0, but it already covers all of this. LA buyoff is intended to get rid of Level Adjustment, not to gain it. Reread the rules on that. http://www.d20srd.org/srd/monstersAsRaces.htm http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm#experienceP ointCost You are not gaining Level Adjustment, but paying experience points to gain the special abilities that would warrant a Level Adjustment in the first place. Some monsters have special abilities, flying for example, that higher-level PCs, especially spell casters, gain access to. The Warlock gains an Invocation that allows him to fly for an unlimited duration, yet she does not gain a Level Adjustment. I am thinking that some special abilities could be gained by the monster at higher levels, such as immunity to poison. By 20th level, you probably have more than enough methods to wipe out toxic attacks. I also feel that the Savage Species books unnecessarily nerf many, but not all, monster PCs in the long run. You can read why in my original link. |
| Thomar_of_Uointer03-20-07, 12:13 PM | You are not gaining Level Adjustment, but buying it off to gain special abilities. Some monsters have special abilities, flying for example, that higher-level PCs, especially spell casters, gain access to. The Warlock gains an Invocation that allows him to fly for an unlimited duration, yet she does not gain a Level Adjustment. I am thinking that some special abilities could be gained by the monster at higher levels, such as immunity to poison. By 20th level, you probably have more than enough methods to wipe out toxic attacks. I also feel that the Savage Species books unnecessarily nerf many, but not all, monster PCs in the long run. You can read why in my original link. Then make paragon classes. http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm |
| Gwenfloor03-20-07, 01:19 PM | For ease of reference, I am calling them Monster Classes. Also, how balanced are my monster classes? I strongly feel that the Sprites are overpowered, even though they have the highest level adjustment of the bunch. |
| kilamanjaro03-20-07, 01:27 PM | I like this a lot. I'll have to take a look at some characters and see how close they seem to balanced. |
| Zyrusticae03-20-07, 04:18 PM | Yay! I was jus' lookin' for something like this. I'll take a look-see and give ya my feedback. Edit: Looks alright to me. Frankly, I personally would never use races with such high LA anyways, so I doubt my opinion on those would count for much. I really do like the concept of 'buying off' LA to gain abilities, although it would have to be done differently from the standard method (as otherwise one would actually be leveling up quicker rather than more slowly). |
| Gwenfloor03-20-07, 06:14 PM | I re-edited the Sprites in my original post. Cr 2 Monsters Azer Azers are Dwarven people native to the Elemental Plane of Fire. They possess no facial or body hair, instead having fire in the shape of hair covering their bodies. Azers are tolerant of all but the most inhospitable of high temperatures and can survive comfortably in a desert in the afternoon. Level Bab Fort Ref Will Special Abilities 1st 1 2 2 2 +2 Constitution, -2 Charisma, Heat, Vulnerability to Cold 2nd 2 3 3 3 +1 Natural Armor, +2 Intelligence Class Skills: Appraise, Climb, Craft, Hide, Jump, Listen, Search, Spot. Skill Points at 1st level: (8+Int Mod)x4. Skill Points at each additional level: (8+Int Mod). Abilities: Azer are adept at all abilities except for charisma; their quickness to take offense, coupled with their gruff attitude, make them poor diplomats. Alignment: All but the cultural pariah are Lawful Neutral amongst Azer society. Their roles are strictly hierarchal, and all serve in their places, high or low. Even the rules are not afforded laziness and unnecessary decadence. Hit Die: d8. Starting Gold: As Rogue. Age: Unknown. Favored Class: Fighter. Languages: Ignan, Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran. Class Features All of the following are class features of the Azer. Weapon and Armor Proficiency: Azer are proficient with all simple and martial weapons, light and medium armor, and shields. Azers must pay off their +1 Level Adjustment to gain an additional +5 to their Natural Armor, their +2 Level Adjustment to gain +2 to Dexterity, Strength, and Wisdom, their +3 Level Adjustment to gain Spell Resistance 13, and their +4 Level Adjustment to gain immunity to Fire. Bugbear Bugbears are the most fierce and honorless of the goblinoid people. Bugbears are infamous for their unnecessary cruelty towards others, even their own kind, and their willingness to treat any creature as a reasonable source of food. Cannibalism is not taboo to them. They are more likely to partake in the consumption of their people not out of a cultural respect, but out of hunger. Level Bab Fort Ref Will Special Abilities 1st 0 0 2 0 +2 Constitution, -2 Charisma, +1 Natural Armor, +2 Move Silently 2nd 1 0 3 0 +2 Natural Armor, Scent, +3 Move Silently 3rd 2 1 3 1 +3 Natural Armor, +4 Move Silently Class Skills: Climb, Hide, Listen, Move Silently, Search, Spot. Skill Points at 1st Level: (2+Int Mod)x4. Skill Points at each additional level: (2+Int Mod). Abilities: The physical statistics are of paramount importance among Bugbear society, where might indeed makes right. Alignment: About one-half to three-fourths of bugbears estimated are Chaotic Evil in alignment, only following the rules to avoid punishment. Only the leaders are allowed to do whatever they want. Hit Die: d8. Starting Gold: As Barbarian. Age: As half-orcs. Favored Class: Rogue. Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Class Features All of the following are class features of the bugbear. Weapon and Armor Proficiency: Bugbears are proficient in all simple weapons, morningstars, light armor, and shields. Bugbears must buy off their +1 Level Adjustment to gain +4 to Strength, +2 to Dexterity. Bugbear Bugbears are the most fierce and honorless of the goblinoid people. Bugbears are infamous for their unnecessary cruelty towards others, even their own kind, and their willingness to treat any creature as a reasonable source of food. Cannibalism is not taboo to them. They are more likely to partake in the consumption of their people not out of a cultural respect, but out of hunger. Level Bab Fort Ref Will Special Abilities 1st 0 0 2 0 +2 Constitution, -2 Charisma, +1 Natural Armor, +2 Move Silently 2nd 1 0 3 0 +2 Natural Armor, Scent, +3 Move Silently 3rd 2 1 3 1 +3 Natural Armor, +4 Move Silently Class Skills: Climb, Hide, Listen, Move Silently, Search, Spot. Skill Points at 1st Level: (2+Int Mod)x4. Skill Points at each additional level: (2+Int Mod). Abilities: The physical statistics are of paramount importance among Bugbear society, where might indeed makes right. Alignment: About one-half to three-fourths of bugbears estimated are Chaotic Evil in alignment, only following the rules to avoid punishment. Only the leaders are allowed to do whatever they want. Hit Die: d8. Starting Gold: As Barbarian. Age: As half-orcs. Favored Class: Rogue. Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. Class Features All of the following are class features of the bugbear. Weapon and Armor Proficiency: Bugbears are proficient in all simple weapons, morningstars, light armor, and shields. Bugbears must buy off their +1 Level Adjustment to gain +4 to Strength, +2 to Dexterity. Choker Chokers are solitary hunters that have a primitive mindset, slightly above that of an intelligent animal, but some of them have been known to possess an intellect on par with that of humans. They are surprisingly strong for their size, and are experts at grappling and choking, as befits their name. Level Bab Fort Ref Will Special Abilities 1st 0 0 0 2 +2 Dexterity, +2 Constitution, +2 Wisdom, -6 Intelligence, -4 Charisma, Constrict, +2 Natural Armor 2nd 1 0 0 3 Quickness, +3 Natural Armor 3rd 2 1 1 3 Improved Grab, +4 Natural Armor Class Skills: Climb, Hide, Move Silently. Skill Points at 1st Level: (2+Int Mod)x4. Skill Points at each additional level: (2+Int Mod). Abilities: The physical ability scores are very important to the Choker, most notably Strength and Dexterity. Alignment: About three-fourths of Chokers are Chaotic Evil, leading an amoral lifestyle and possess little understanding of legitimate authority or honor. Hit Die: d8. Starting Gold: As Monk. Languages: Undercommon. Bonus Languages: Common. Class Features All of the following are class features of the Choker. Weapon and Armor Proficiency: Chokers are proficient with all Simple Weapons. A choker must spend it’s +1 Level Adjustment to gain a Climb Speed of 10 feet, +6 to Strength, and +2 to Dexterity. Demon, Dretch The Dretch are officially the lowest of the low among the Tanar’ri, and they earn no amount of grief from it. The main, and possibly only, purpose of the Dretches is to be cannon fodder in the abyssal armies. Level Bab Fort Ref Will Special Abilities 1st 1 2 2 2 +2 Strength, +4 Constitution, -6 Intelligence, Spell-like Abilities (CL 1st), Telepathy 2nd 2 3 3 3 Summon Tanar’ri, Weapons (Chaos, Evil) Class Skills: Hide, Listen, Move Silently, Search, Spot, Survival. Skill Points at 1st level: (8+Int Mod)x4. Skill Points at each additional level: (8+Int Mod). Abilities: Strength and Constitution are important for melee combat, while Charisma helps improve the spell-like abilities. Alignment: All Dretch are Chaotic Evil. Any that deviate from the norm are ruthlessly slaughtered. Hit Die: d8. Starting Gold: As Monk. Age: Immortal. Favored Class: Any but Monk or Paladin. Languages: Abyssal. Bonus Languages: Celestial, Common, Infernal. Class Features All of the following are class features of the Dretch Weapon and Armor Proficiency: Dretches are proficient in all simple and martial weapons. A Dretch must pay off his +1 Level Adjustment to gain resistance 5 to acid, cold, and fire, +5 natural armor, their +2 Level Adjustment to gain immunity to electricity and poison, damage reduction 5/Cold Iron or Good, and resistance 10 to acid, cold, and electricity. |
| Gwenfloor03-22-07, 01:53 PM | Kuo-toa Kuo-toa are amphibious, froglike, humanoids that dwell deep underground in subterranean lakes and large pockets of water. Religion is a very important part of the Kuo-toas’ life, and are expected to respect and worship Blibdoolpoolp, their creator Goddess, or face the death penalty for heresy, becoming an apostate, or converting to another religion. Level Bab Fort Ref Will Special Abilities 1st 1 0 2 2 Alertness (B), +2 Strength, -2 Charisma, Amphibious, Adhesive, Light Blindness, +2 bonus on Search, Spot, Escape Artist 2nd 2 0 3 3 Slippery Class Skills: Craft, Escape Artist, Knowledge (Any one skill), Listen, Move Silently, Search, Spot, Swim. Skill Points at 1st Level: (2+Int Mod)x4. Skill Points at each additional Level: (2+Int Mod). Abilities: Wisdom is very important for all Kuo-toa, from the whips who are expected to dispense their teachings to the community, to the soldiers and monitors, who must ever watchful for hidden threats and intruders. The physical ability scores are most important to the soldiers and monitors. Alignment: About one-half of the Kuo-toa are Neutral Evil, with the Lawful Evil ones becoming Monks, called monitors in their culture, while the Chaotic Evil ones are most likely to become Clerics, called whips in their culture, of the Sea Mother, Blibdoolpoolp, who is also Chaotic Evil. Hit Die: d8. Starting Gold: Depends on caste. Priest: As Cleric. Soldier: As Rogue. Monitor: As Monk. Laborer: As Monk. Age: Adulthood 10, Middle Age 20 years, Old 40 years, Venerable 50 years. Favored Class: Rogue. Languages: Kuo-toan, Undercommon, and Aquan. Class Features All of the following are class features of the Kuo-toa. Weapon and Armor Proficiency: Kuo-toa are proficient in all simple weapons and shields. Lightning Bolt (Su): Any Kuo-toa with levels in Cleric that worship Blibdoolpoolp can use this ability. Kuo-toans must buy off their +1 Level Adjustment in order to gain +2 to Constitution, Intelligence, and Wisdom. They must pay off their +2 Level Adjustment to gain +2 to Wisdom, their immunity to poison and paralysis, an additional +2 bonus to Search, Spot, and Escape Artist. They must pay off their +3 Level Adjustment to gain an additional +4 bonus to Escape Artist checks, Electricity Resistance 10, and Keen Sight. |
| Gwenfloor03-22-07, 02:07 PM | I am currently debating the issue that some monster abilities, at higher level, will not be needed to pay off a Level Adjustment anymore. For example, the Duergar's immunity to poison would mimic a Druid's immunity to poison, plus a Kuo-toa's keen sight ability would not become as important once See Invisibility comes into play. However, the monsters get these abilities regardless of their character class, and many of the abilities, like the ones before, are always active. What do you guys think I should do? I was thinking of making an Imp and Quasit monster class, but since an Adept, Sorcerer, or Wizard can gain them as familiars with all their abilities with the Improved Familiar feat, taking levels in an Imp or Quasit monster class may seem pointless if you can gain one as a familiar using just one feat slot, plus they start with all their abilities to boot. |
| Gwenfloor03-22-07, 02:15 PM | Yay! I was jus' lookin' for something like this. I'll take a look-see and give ya my feedback. Edit: Looks alright to me. Frankly, I personally would never use races with such high LA anyways, so I doubt my opinion on those would count for much. I really do like the concept of 'buying off' LA to gain abilities, although it would have to be done differently from the standard method (as otherwise one would actually be leveling up quicker rather than more slowly). All monsters used under this system have no Level Adjustment. Rather, they use the Unearthed Arcana system of buying off LA to buy the very abilities that would warrant a Level Adjustment in the first place. |
| Gwenfloor03-22-07, 08:53 PM | I just updated the monster classes, and put all my classes into the first post. Now there is a Sahuagin Monster Class! |
| Gwenfloor03-22-07, 10:40 PM | Is anyone going to comment on my rules system? Is it underpowered, overpowered, or balanced? Are the monster classes balanced? |
| ArcTan03-22-07, 11:15 PM | Then make paragon classes. http://www.d20srd.org/srd/variant/races/racialParagonClasses.htm Paragon Classes are a name for "monster HD" classes for races that don't normally have them, i.e. core PHB races. The name for taking monster HD that you *have* to take to play a monster that normally isn't a PC race is "monster class". |
| boringbot03-23-07, 04:47 AM | seems like a workable system. it definitely pays more for certain races than others, but thats the ways things go eh? |
| Gwenfloor03-23-07, 12:24 PM | seems like a workable system. it definitely pays more for certain races than others, but thats the ways things go eh? Like which races? |
| Gwenfloor03-24-07, 12:13 AM | Satyr Satyrs are hedonistic fey with the lower half of a goat and the upper half of a human male. Satyrs enjoy all kinds of entertainment, wine, and passion. For Satyrs, the life is the party. Level Bab Fort Ref Will Special Abilities 1st 0 0 2 2 Alertness (B), Natural Weapon (Headbutt), Pipes (1 tune) 2nd 1 0 3 3 +1 Natural Armor, +2 Dexterity 3rd 1 1 3 3 +2 Natural Armor, Pipes (2 tunes) 4th 2 1 4 4 +3 Natural Armor 5th 2 1 4 4 +4 Natural Armor, Pipes (3 tunes) Class Skills: Bluff, Diplomacy, Disguise, Hide, Intimidate, Knowledge (Nature), Listen, Move Silently, Perform, Spot, Survival. Skill Points at 1st level: (6+Int Mod)x4. Skill Points at each additional level: (6+Int Mod). Abilities: Charisma is the most important for a Satyr, as it helps his Perform skill and enhances his Pipes special ability. Depending on his skills and role, any ability can be important to a Satyr. Alignment: Most Satyrs are Chaotic Neutral, pursuing whatever suits their fancy, yet take care to restrict their pranks and competition from hurting their partners and playmates, understanding that mortals and non-fey tend to be more sensitive and take things more personally. Hit Die: d6. Starting Gold: As Bard. Favored Class: Bard. Languages: Sylvan. Bonus Languages: Common, Elven, Gnome. Weapon and Armor Proficiency: Satyrs are proficient in all simple weapons and shortbows, no armor, and no shields. Satyrs must buy off their +1 Level Adjustment to gain +2 to all ability scores but Strength, their +2 Level Adjustment to gain Damage Reduction 5/Cold Iron Skum Skum are amphibious humanoid people artificially bred over generations by the Aboleth in order to create strong and sturdy slaves. Skum are very strong for their size, and they have sharp claws and teeth in the event that they must defend themselves. Some groups of Skum live apart from Aboleth society, inhabiting ponds and lakes of the Underdark, using nothing but tooth and claw to fight. Skum raised among the Aboleth have been trained to be proficient in the use of longspears, tridents, javelins, and slings. Level Bab Fort Ref Will Special Abilities 1st 0 0 0 2 +1 Natural Armor, Swim, +2 Hide, Listen, Spot Underwater, Amphibious 2nd 1 0 0 3 +2 Natural Armor, Rake Class Skills: Hide, Listen, Move Silently, Spot, Swim. Skill Points at 1st level: (2+Int Mod)x4. Skill Points at each additional level: (2+Int Mod). Abilities: Strength and Constitution are the most important abilities for the Skum, as they are renowned for their fierce and belligerent nature, plus these ability scores help supplement the Skum’s manual labor when working for their Aboleth overseers. Alignment: The majority of Skum are Lawful Evil, loyal as slaves and indoctrinated by strong cultural influences by the Aboleth, and even those that live apart from their masters take these traditions with them, passing them down to the next generation, just as their masters did. Hit Die: d8. Starting Gold: As Monk. Favored Class: Fighter. Languages: Aquan. Bonus Languages: Undercommon, Aboleth, Common. Weapon and Armor Proficiency: Skum are proficient in all simple weapons and tridents. Skum start out with +2 Strength, -4 Charisma. They must buy off their +1 Level Adjustment to gain an additional +6 bonus to Strength, +2 Dexterity, +2 Constitution. Triton Triton are humanoids with two “legs” that are in the shape of fins. The Tritons are thought to have migrated to our world from the Elemental Plane of Water. Nobody knows why they chose to migrated to our oceans. Tirtons are reclusive, and are a rare sight on the high seas. Tritons everywhere have been at war with the Sahuagins for generations, and both societies hate each other so much that they cannot co-exist peacefully. Level Bab Fort Ref Will Special Abilities 1st 1 2 2 2 +1 Natural Armor, Swim 2nd 2 3 3 3 +2 Natural Armor, Summon Monster IV (Aquatic Creatures Only) Class Skills: Craft, Diplomacy, Hide, Listen, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim. Skill Points at 1st level: (8+Int Mod)x4. Skill Points at each additional level: (8+Int Mod). Abilities: Depending on his role, any ability score can be useful to a Triton, whether he wishes to be a mounted warrior, a ranged fighter, or a melee fighter. Tritons find Wisdom useful for tracking, as well as hunting and gathering. Alignment: The majority of Tritons are neutral good, willing to help others out and willing to treat people with respect and dignity. Hit Die: d8, Starting Gold: As Ranger. Favored Class: Ranger. Languages: Common, Aquan. Bonus Languages: Elven, Giant, Sahuagin. Weapon and Armor Proficiency: Tritons are proficient in all simple and martial weapons. |