Monster Class: Ursinal [Archive] - Wizards Community

Post/Author/DateTimePost
Gharlane

12-01-06, 11:42 PM
Ursinal, Guardinal

Level HD BAB Fort Ref Will Skill Points Special
1 1d8 1 2 2 2 (8 + Int) x4 Int +2, 2 claws 1d4, least powers (detect evil, detect magic, magic missile, protection from evil* (self), sleep*) 1/day, speak with animals 1/day, change shape 1/day (1 hour), natural armor +1, spells
2 2d8 2 3 3 3 8 + Int Str +2, bite 1d6, lay on hands, DR 2/evil or silver, spells
3 2d8 2 3 3 3 - Con +2, ER 10 (acid, cold, electric), lesser powers (aid, detect thoughts, see invisibility) 1/day, natural armor +3
4 3d8 3 3 3 3 8 + Int Cha +2, improved grab, 2 claws 1d6, least powers 3/day, speak with animals 3/day, change shape 3/day (2 hours), spells
5 3d8 3 3 3 3 - Wis +2, spell resistance 12+HD, greater powers (daylight, deep slumber, dispel magic, hold person*, magic circle against evil (self), neutralize poison, remove disease) 1/day
6 4d8 4 4 4 4 8 + Int Int +2, lesser powers 3/day, DR 4/evil or silver, natural armor +5 , spells
7 4d8 4 4 4 4 - Str +2, Con +2, large size (10 ft. reach), electric 20, tongues (Su) 1/day, holy powers (dimension door, solid fog) 1/day, least powers at will, speak with animals at will
8 5d8 5 4 4 4 8 + Int Dex +2, change shape at will, greater powers 3/day, spells
9 5d8 5 4 4 4 - Cha +2, hold monster 1/day, lesser powers at will, natural armor +7, spells
10 6d8 6 5 5 5 8 + Int Wis +2, holy powers 3/day, tongues 3/day, DR 6/evil or silver, spells
11 6d8 6 5 5 5 - Int +2, Con +2, electricity and petrification immunity, heal 1/day, greater powers at will
12 7d8 7 5 5 5 8 + Int Str +2, hold monster 3/day, natural armor +9, spells
13 7d8 7 5 5 5 - Cha +2, holy powers at will, holy word 1/day, tongues at will
14 8d8 8 6 6 6 8 + Int Dex +2, DR 8/evil or silver, heal 3/day, spells
15 8d8 8 6 6 6 - Wis +2, hold monster at will, natural armor +11
16 9d8 9 6 6 6 8 + Int Int +2, spells
17 9d8 9 6 6 6 - Str +2, spells
18 10d8 10 7 7 7 8 + Int Cha +2, DR 10/evil or silver, natural armor +13, spells


Racial Traits:
– Medium size
– Outsider (Good, Guardinal)
– Darkvision (60 ft)
– Base land speed 30 ft.
- +4 racial bonus on saves against poison.
– Automatic Languages: Ursinals speak Common and Celestial. Bonus Languages: Abyssal, Draconic, and Infernal.

Class Skills:
Craft (Int), Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis)

Class Features:

Weapon and Armor Proficiencies: Ursinals are proficient with all simple and martial weapons. An Ursinal’s natural weapons, as well as any weapon it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Ursinals are not proficient with any armor or shields.

Claws (Ex): An ursinal has 2 claws that are primary natural attacks dealing 1d4 damage plus strength bonus. At 4th level, the claws’ damage increases to 1d6 and further increases to 1d8 at 7th level when the ursinal attains large size.

Natural Armor (Ex): An ursinal’s natural armor bonus is +1 at 1st level, and it increases by 2 every 2 ursinal levels thereafter, as shown in the Table.

Change Shape (Su): An ursinal can assume the form of any small or medium humanoid, or revert to its own form, as a standard action. This ability can be used the indicated number of times per day at the indicated duration. At 8th level, the ursinal can remain in its chosen shape indefinitely.

Spells: An ursinal can cast spells as a wizard of a level equal to its racial hit dice (+1 additional levels at 9th and 17th).

Least Ursinal Powers (Sp): At 1st level, an ursinal can cast detect evil, detect magic, magic missile, protection from evil (self only), sleep, and as spell-like abilities once per day.
At 4th level, detect evil, detect magic, magic missile can by cast 3 times per day.
At 5th level, deep slumber and magic circle against evil respectively replace sleep and protection from evil (self only).
At 7th level, detect evil, detect magic, magic missile can by cast at will.
Its caster level for all spell-like abilities is equal to its class level (max 12) with save DCs of 10 + spell level + Cha modifier).

Speak with Animals (Sp): At 1st level, an ursinal can speak with animals once per day and three times per day at 4th. Unlike the regular spell, this communication is mental and requires no sound. At 7th level, the mental communication may be done at will as a free action. Its caster level is equal to its class level (max 8).

Bite (Ex): At 2nd level, an ursinal gains a secondary bite attack that deals 1d6 damage plus ½ strength. The bite’s damage increases to 1d8 at 7th level when the ursinal attains large size.

Lay on Hands (Su): This works just like the paladin’s ability, but the ursinal can heal as much hit point damage as its own undamaged hit point total.

Damage Reduction (Su): At 2nd level, an ursinal gains damage reduction 2/evil or silver. This damage reduction increases by 2 every 4 ursinal levels thereafter, as shown in the Table.

Energy Resistance (Ex): At 3rd level, an ursinal gains energy resistance 10 to acid, cold, and electricity. Its resistance to electricity increases to 20 at 7th level.

Lesser Ursinal Powers (Sp): At 3rd level, an ursinal can cast aid, detect thoughts, and see invisibility as spell-like abilities once per day. They may be used 3 times per day at 6th level and at will at 9th level.
Its caster level for all spell-like abilities is equal to its class level (max 12) with save DCs of 10 + spell level + Cha modifier).

Improved Grab (Ex): If an ursinal hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal lethal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.

Greater Powers (Sp): At 5th level, an ursinal can cast daylight, deep slumber, dispel magic, and magic circle against evil (self only) as spell-like abilities once per day. They may be used 3 times per day at 8th level and at will at 11th level.

Greater Ursinal Powers (Sp): At 5th level, an ursinal can cast daylight, deep slumber, dispel magic, hold person, magic circle against evil (self), neutralize poison, and remove disease once per day and three times per day at 8th level (except for hold person).
At 9th level, hold monster 1/day replaces hold person (see below).
At 11th level, daylight, deep slumber, dispel magic, and magic circle against evil (self) can be cast at will.
Its caster level for all spell-like abilities is equal to its class level (max 12) with save DCs of 10 + spell level + Cha modifier).
Spell Resistance (Su): At 5th level, an ursinal gains spell resistance equal to 12 plus its Hit Dice.

Large Size (Ex): At 7th level, an ursinal’s size and reach increase to 10 ft.

Tongues (Su): An ursinal can use tongues (with a caster level equal to its class level, max 14) once per day at 7th level and three times per day at 10th. At 13th level, this ability is always active.

Holy Ursinal Powers (Sp): At 7th level, an ursinal can cast dimension door and solid fog as spell-like abilities once per day. They may be used 3 times per day at 10th level and at will at 13th level.
An ursinal can use hold monster 1/day At 9th level, 3/day at 12th, and at will at 15th.
An ursinal can use heal 1/day at 11th level and 3/day at 14th.
At 13th level, an ursinal can use holy word as a spell-like ability once per day.
Its caster level for all spell-like abilities is equal to its class level (max 12) with save DCs of 10 + spell level + Cha modifier).

Immunities (Ex): At 11th level, an ursinal becomes immune to electricity and petrification.

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

This is a Savage Species style monster class for the Ursinal Guardinal from Book of Exalted Deeds

Any feedback would be appreciated.
Ogrebear

03-24-07, 06:38 AM
This is a nicely done and well written breakdown of the Ursinal Guardians.

Have you actually played one of these?

How did you arrive at 18 levels?
Morwen

03-24-07, 06:28 PM
How did you arrive at 18 levels?

LA +8 and 10 HD, as listed in the BoED, would be my guess :)
jaw4ever

03-24-07, 06:33 PM
Glad to see you again on the boards. Your progressions rock! :w00t:
Maraxus

03-24-07, 07:16 PM
Wow, it looks like this guys are really, really good.

With the Outsider HD, you don't really loose much compared to a wizard - except for 1/3 of the caster levels. However, for that, you get tons of good bonus spell-likes, masses of ability score points and some other nice stuff.