Monstrous Classes - balance help requested [Archive] - Wizards Community

Post/Author/DateTimePost
aotrscommander

01-30-07, 12:06 PM
I am creating several nonhumanoid races for use as both PC and NPC in my upcoming campaign world. I am attempting to remove LA as such, and bring in the races as Monster Classes (ala Planar Handbook/Libris Mortis).

I have currently two, partly interelated issues. First, whether the classes (for two of the sample races) are really equivilent to character class levels (I have a feeling they may be a tad over-powered, flight aside). These Monster classes need to be competative from first level to make the concept viable.

The other issue is conpensating for lack of equipment. While it has been proved to my satisfaction that nonhumanoids can wear armour (and some gear), it is generally impractical for them to do so. (Plus, if everything floats around in full plate (et al) it kind of negates a lot of the flavour of being nonhumanoid.) I also don't want to shoe-horn all nonmhumanoids into being Monks or casters either (or worse yet VoP!) So I'm trying to find a way to balance them up in other ways.

My current guess I to add class replacement features for armour proficiencies that give a scaleable Class bonus to AC (ala SW D20 and so on). This would not stack with armour bonuses.

This raises the issue of naturally unarmoured classes (e.g. Monk) gaining a much higher AC. However, after consideration, I think that maybe that could be one of the draws for nonhumanoids; having a higher defensive capability to offesensive capability, and the issue could just be left.

As usual, feedback on balance and mechanics is what I'd really appriciate!

Following are the descriptions of the two species currently in question (others pertaining to the world include unicorns, dragons and Cusith (a small dog-like creature).

I shall present the monster class and in an sblock below show the 'LA' version (i.e. the point at which advancement becomes 'by character class').

(This latter has been estimated up using YabaTheWhat's Feature Point system here (post 527) (http://boards1.wizards.com/showthread.php?t=667683&page=18) if you are interested,).


Note: Natural Armour and Ability bonuses listed in the special section are cumulative. Other features (such as DR or skill bomuses) are not.

GAGANA
Gaganas are the Dark Lord’s answer to Gryphons. Created by black sorcery, they are night-winged shades of cunning, cruelty and swift doom.

Gaganas appear, from a distance, to resemble large red-eyed ravens or crows. They have the same black feathers, and the beak shape is similar. But there the resemblance ends. Gaganas have a falcon’s body, with deadly claws and swift wings. Both beak and talons – the latter just like a falcon’s – are a dull, iron grey. And with good reason. The Gagana’s entire skeleton is laced with metal, and their natural weapons even more so. This allows them to resist the tremendous forces involved in a power stoop when the strike the target – or the ground.

They are superb fliers, and are much more manoeuvrable and faster than the Gryphons there were created to fight. This is as well because they are much small and lighter. A Gagana has an 18’ wingspan, but on the ground, from head to tail, they are only about 7’ tall. Even with the added weight of their metal bone structure, they only weigh about 320lbs; half that of a Gryphon. Females Gagana are generally larger than the males.

Though slightly taller on the ground than Gryphons, they are less than half the weight; a full-grown Gagana is smaller than a young Gryphon. Despite their metal skeleton, Gagana are actually quite frail for their size class. Indeed, as their bones, when they do take damage, bend as often as they break, they can be a liability as much as a benefit. They also pay the cost of their speed and agility in reduced endurance; Gagana tire quickly, especially if burning energy to hover. They are also less strong than most creatures of their size (though still vastly stronger than human). Thus, they would easily lose a toe-to-toe or wing-to-wing tussle with a Gryphon.

But to counter this, they have a razor-sharp cold intellect. They are smarter than the average Gryphon – or human for than matter, and they fight with great skill.

Gagana a primarily carnivores, but this is a preference, rather than a requirement. A fair number of Gagana even prefer their meat cooked and properly seasoned like civilised folk.

Gaganas typically speak Kulobrak and Linundin, in cruel, harsh voices.

Combat
Gagana are aerial fighters. On the ground, they are almost helpless, not capable of swift movement, and limited only to a single peck or kick.

In the air they are deadly. They have exceptional mobility and speed for such a large creature. Their preferred tactic is to get as high as possible and make a power dive, preferably with the sun to their back. They are geared up best for impact, so, unlike a peregrine falcon, (whose tactics they ape) which pulls out slightly before hitting the target, the Gagana go for a head-on collision, trusting to their superior impact retardance to protect them.

Characters
Gagana have many Fighters in their ranks, though they have many Rogues as well. Monks, strange as it seems, are not uncommon either. They do not have many conventional spell casters; despite their superior intellects, they find it hard to perform the manipulations required to cast Wizard spells, and they don’t have the temperament for a Sorcerer, Warmage or Bard. They do not have many divine spell users, either. There have been Gagana Barbarians known. These have had very short careers, as when in rage they tended to loose their cool and engage Gryphons head to head, which is fatal to a Gagana.

There are, however, a modest number of Psions (mostly Kineticists and Shapers) among them; these, without the worry of learning spells or material components provide the Gagana with the best means of support. And it must be noted that it was not the Dark Lord who supplied them with this knowledge; they came up with it themselves and asked to be taught, so as to even the field when dealing with the prevalent Gryphon spellcasters. There are a small number of Gagana Soulknives (whose blade usually appears as an extension of the beak), who often these become Soulbows.

Finally, there are also a fair number of Warlocks, despite the Charisma bias. The Eldritch Blast gives the Gagana an excellent reach out and touch ability they otherwise lack, which is much prised. These Warlocks tend to be less chaotic than most.

Note: Gagana spell casters are advised to take Eschew Materials feat as one of their Feats if possible.

Level/ Hit Fort Ref Will Skill
ECL Dice BAB Save Save Save Points Special
1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 Claw D4, Gore D8
2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Str, +4 Dex, Claw D8, Gore D10, Feat, DR 8/Slashing or Piercing, +2 Natural Armour, +4 Racial to Spot and Listen, Fly 100’ (Good)


Species Traits as of level 1:
• Magic Beast Type
• +2 Str, +2 Dex, +2 Int, -2 Cha.
• Large: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are double those of Medium creatures.
• Space/Reach: 10’/5’
• Base Speed 20’; Fly 50’ (Average).
• Class skills are Hide, Listen, Move Silently, Search, Spot, Survival and Tumble.
• Low-Light Vision (but not Darkvision)
• +2 racial bonus on Spot and Listen.
• Damage Reduction 4/Slashing or Piercing.
• Natural Weapons: Two Claws (dealing the indicated damage plus the Gagana’s Strength bonus) and one Gore, (dealing the indicated damage plus the half the Gagana’s Strength bonus). Gagana beaks are made for stabbing not, biting (hence the gore attack). If they choose to bite, it counts as an unarmed attack (i.e provokes an attack of oppurtunity) that inflicts D4 lethal damage.
• Special Attacks: Stoop
• Lack of Manipulation: Because of their lack of hands, Gaganas cannot use objects easily; they struggle even more than Gryphons. They suffer an effective –6 penalty to their Dexterity when attempting any taks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is.
• Favoured Class: Rogue

Stoop (Ex): As a charge action when flying, the Gagana makes a double move (at maximum movement rate), and makes a Standard action attack, which deals triple damage. If the Gagana misses the attack, it must continue it’s movement in a straight line (if it has not yet moved up to double it's speed). If it impacts the ground or other surface before completing it’s full movement, the Gagana takes the same amount of damage. In both cases, the Gagana can reduce this damage by Tumble checks and the Gagana’s DR.
If the Gagana possesses Flyby Attack, it may make the attack at any point during it's movement. If it sucessfully struck the opponent, afterwards it may maneouver normally; it does not have to move up to double it's speed and may turn or climb (etc) as in normal flight.


Species Traits:
• Magic Beast Type
• +4 Str, +6 Dex, +2 Int, -2 Cha
• Large: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are double those of Medium creatures.
• Space/Reach: 10’/5’
• Base Speed 20’; Fly 100’ (Good)
• Racial Hit Dice: 2 levels of Magic Beast, providing 2D10 HD, BAB +2, Fort +3, Ref +3, Will +0
• Racial Skills: A Gagana’s Magic Beast levels give it 5 x (2+ Int mod) skills.
• Racial Feats: A Gagana’s Magic Beast levels give it 1 Feat.
• Low-Light Vision (but not Darkvision)
• +4 racial bonus on Spot and Listen
• +2 Natural Armour
• Damage Reduction 8/Slashing or Piercing
• Natural Weapons: Two Claws (D8+Str) and one Gore (D10+1/2 Str)
• Special Attacks (see above): Stoop
• Lack of Manipulation

GRYPHON
Gryphons are large creatures resembling giant birds of prey but with four legs not two. They are intelligent and usually rather vain, but good-hearted. They are a created race, pre-dating the Dark Wars by some decades.


Gryphons vary as much in appearance as humans; their colouration is as varied as other species hair or eye colour. They are quadrupeds, their bodies being also cat-like in shape, though they are fully avian. They have feathered bird tails, as varied as hawk or buzzard and raptor heads with large and powerful beaks. Their legs have four talons, like those of a normal bird of prey.

They are about 9-10’ long, with a wingspan of roughly three times that. They stand about 5-6’ tall at the shoulder, when on the ground, putting their heads only a little higher than a human’s at about 6-7’. They weigh up to around 700lbs.

Gryphons typically speak Linundin or Velinar, though often with a trace of the ‘Gryphonic accent’; a tendency to exaggerate s’s and r’s, especially when excited.

Gryphons are stout, if sometimes headstrong allies, always eager to rush into another adventure and fight the good fight. They are also slightly egotistical, and have a rather sensitive sense of pride (especially the males). The females tend to be larger, as with most birds of prey.

Gryphons lay eggs, mainly because to do otherwise would prevent the females from flying. They do not procreate often, and only as a mated pair, as one of the aspects of being created was a function to prevent pregnancy unless desired by both parents. That said, Gryphons are at least as sexually active as Elves or the less strict Mannish nations; and they have little or no shame.

They were created before the Dark Wars, but not as weapons (though they fought with exceptional valour in the war), but simply out of love of life itself. Ten or fifteen years into the war, the Dark Lord, who had been taking severe losses from this aerial foe (particularly among the Doomstingers who were vastly out classed), had developed the bleak counterparts of the Gryphons; the Gagana. The two races despise each other with abandon.

Gryphons are usually friendly to most folk; they do tend to attack evil races and those who would cause wanton damage to the environment on sight. They prefer to live with humanoid companions. Their lack of manipulative skills mean there are some things they cannot do themselves, such as imp or properly remove broken feathers, set injuries or (most important in their view), dye or paint the feathers in the exotic colours they favour.

Gryphons are carnivores by nature. They can and will eat other foodstuffs as a supplement or flavouring to their meat, but primarily this consists of large herbivores like deer, eaten raw. Gryphons are messy eaters. They will also take Hippogriffs; the latter are not intelligent, so the Gryphons have no qualms about this, even if they are related, albeit distantly.

Combat
Gryphons typically use tactics not dissimilar to other large hawks or eagles. Against both aerial or grounded foes, they will close at speed, and attack from level flight and striking with their claws, followed if needed with a grapple and swift bites to the neck to sever the spine. They can rake instead, but unless they are using the beak to do something else (like speaking or casting a spell), they tend to do the latter.

Failing that, they will make raking passes against foes using their claws.

Characters
Gryphons' favoured class is Fighter. They do not have many Wizards among their number; most Gryphons lack the patience to learn and the manual dexterity to perform complex spells. They are not usually focused enough to make Clerics, Priests or Monks, and most are too sophisticated to make Barbarians. They do however, make powerful Sorcerers, and there are a goodly number of Bards, Paladins and Rangers among their number. Warmages are less common (as the lack of armour makes them not so appealing to a Gryphon), but are not unheard of, and nor are good-aligned Gryphon Warlocks.

Note: Gryphon spell casters are advised to take Eschew Materials feat to replace Summon Familiar.

Level/ Hit Fort Ref Will Skill
ECL Dice BAB Save Save Save Points Special
1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 Claw D4, Bite D8, Bonus Feat
2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Str,+2 Dex, +2 Con, +4 Racial on Spot
3rd 3D10 +3 +3 +3 +1 2+Int mod Pounce, Rake (D4) +1 Natural Armour, Fly 50’ (Average), Bonus Feat
4th 4D10 +4 +4 +4 +1 2+Int mod +2 Con, +6 Racial on Spot, Fly 60’ (Average), Improved Grab, Claw and Rake D6, Bite 2D6
5th 5D10 +5 +4 +4 +1 2+Int mod +2 Str, +2 Dex, +1 Natural Armour, Lethal Bite, Bonus Feat
6th 6D10 +6 +5 +5 +2 2+Int mod +8 Racial on Spot, Fly 70’ (Average)
7th 7D10 +7 +5 +5 +2 2+Int mod +2 Str, Fly 80’ (Average), Bonus Feat

Species Traits as of level 1:
• Magic Beast Type
• +4 Str, +2 Con, -2 Wis, +2 Cha.
• Large Quadruped: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are triple those of Medium creatures.
• Space/Reach: 10’/5’
• Base Speed 30’; Fly 40’ (Poor).
• Class skills are Listen, Jump, Knowledge (Nature), Search, Spot, Survival, Swim and Tumble.
• Low-Light Vision (but not Darkvision).
• +2 racial bonus on Spot
• Gryphons double spotting distances during daylight.
• +1 Natural Armour.
• Natural Weapons: Two Claws dealing the indicated damage plus the Gryphon’s Strength bonus and one Bite dealing the indicated damage plus half the Gryphons Strength bonus.
• Lack of Manipulation: Because of their lack of hands, Gryphons cannot use objects easily. They suffer an effective –4 penalty to their Dexterity when attempting any taks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is.
• Favoured Class: Fighter

Improved Grab (Ex): To use this ability, the Gryphon must hit with a Claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Rake on it’s next turn.
Lethal Bite (Ex): If a Gryphon starts the round with a target held in it’s claws, it may make a special bite attack at +4. This attack does not suffer the usual –4 penalty for attacking with natural weapons while grappling and the threat range of this attack is doubled. It may not make this attack if the target is held only by a single claw.
Pounce (Ex): If a Gryphon charges a foe (on the ground or in the air), it can make a full attack including two rakes.
Rake (Ex): When grappling or making a Pounce, the Griffion may make two Rake attacks at the indicated damage plus half the Gryphon’s Strength bonus.
Bonus Feat:The Gryphon gains a bonus feat from the following list: Awesome Blow, Cleave, Combat Expertise, Defensive Strike, Dodge, Flay, Flyby Attack, Great Cleave, Improved Bull Rush, Improved Combat Expertise, Improved Feint, Improved Natural Armour, Improved Natural Attack, Improved Natural Dodge*, Improved Toughness, Improved Trip, Mobility, Multiattack, Natural Dual Strike*, Natural Dodge*, Power Attack, Power Climb, Power Dive, Reckless Offense, Resounding Blow, Spring Attack, Weapon Focus.

*New feat (see below)


Species Traits:
• Magic Beast Type
• +8 Str, +4 Dex, +6 Con, -2 Wis, +2 Cha:
• Large Quadruped: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are triple those of Medium creatures.
• Space/Reach: 10’/5’
• Base Speed 30’; Fly 80’ (Average):
• Racial Hit Dice: 7 levels of Magic Beast, providing 7D10 HD, BAB +7, Fort +5, Ref +5, Will +2
• Racial Skills: A Gryphon’s Magic Beast levels give it 10 x (2+ Int mod) skills.
• Racial Feats: A Gryphon’s Magic Beast levels give it 3 Feats.
•Low-Light Vision (but not Darkvision)
• +8 racial bonus on Spot; Gryphons have exceptional eyesight; they double all spotting ranges during daylight.
• +3 Natural Armour:
• Natural Weapons: Two Claws (D6+Str) and two Rakes (D6+ ½Str) and one Bite (2D6+ ½Str)
• Special Attacks (see above): Improved Grab, Lethal Bite (see below), Pounce, Rake
• Lack of Manipulation



Racial Feat: Steel Feathers:
Prerequisite: Gagana, first level only, Con 13+
Benefit: The Gagana develops metal in the feathers, changing it’s colour from black to steel-grey. This grants a +4 Armour bonus to AC. The additional weight (+30%) reduces the Gagana’s speed (both land and flying) as if it were wearing medium armour and it’s manuverability by one catergory. It gains an Armour Check Penalty of –3. These penalties cannot be removed, as they are part of the Gagana’s phyiscal form (save perhaps by plucking the Gagana). However, the Gagana does not suffer the penalties from sleeping in armour for the same reason, nor does it have an Arcane Spell Failure chance or a maximum Dexterity bonus.

A Gagana with Steel Feathers can send a shower of razor-edged feather blades with a sweep of it’s wings. It can do this even while flying. It can use this attack once per day for every 5 HD/Levels. This is a line 20’ wide and high and up to Short range (25’+5’/2 lvls) long, dealing 2D6+ D6 per 2 HD slashing and piercing damage. This damage scales to the Gagana’s size. Anything within in area of effect can make a Reflex save of DC 10+ ½ HD + Gagana’s Constitution modifier for half damage.

As an attack action, the Gagana may flick a single razor-edged feather (D6+Str slashing and piercing damage) with 50’ range increments. The threat range is 19-20. This is treated as a thrown manufactured weapon attack, thus; the Gagana can make additional attacks based on BAB or use two-weapon fighting or rapid shot etc. They are treated as ammunition for enhancement purposes and as a Dart for any weapon-related prerequisites. There is no effective limit to the number of times the Gagana can do this per day.

Racial Feat: Laser Breath (Su):
Prerequisite: Gagana, Con 13+, Cha 13+
Benefit: As a Standard action, the Gagana can breath a blast of laser energy. This is a ranged touch attack with 100’ range increments. The attack deals 2D6 + one-and-half times Gagana’s Constitution modifier Light damage. The Gagana can use this power at will. This power is treated as a ranged spell for the purposes of feats.
For every 6 points of BAB, the attack's damage rises by D6 (to 3D6 at +6 BAB, 4D6 at +12 etc)
Special: A Gagana fighter may select this feat as one of it’s bonus feats.





Proficency Replacement Ability
Simple Weapon Proficiencies None (Natural weapons cover this catergory)
(Or Druid, Monk, Rogue and Wizard)
Martial Weapon Proficiency Martial Natural Weapon Proficency Feat
Light Armour Proficiency +1 Dodge bonus when in no armour and carrying no more than a light load*
Medium Armour Proficiency +1 to Natural Armour†
Heavy Armour Proficiency +1 to Natural Armour
Shield Proficiency +1 Dodge bonus when in no armour and carrying no more than a light load*
Tower Shield Proficiency +1 to Natural Armour
* A creature that possesses either the Light Armour or Shield Proficiency replacement feature, gains an additional +1 Dodge bonus (when in no armour and carrying no more than a light load) for every 5 HD. This ability does not stack with itself if a creature possesses both.

† A creature that takes possesses Medium Armour Proficiency replacement feature, gains an additional +1 to Natural Armour for every 5 HD.

* If the creature already possesses Natural Dodge, it gains Improved Natural Dodge
Augmented Natural Defence [General]:
Prerequisite: Abberation, Animal, Dragon, Magic Beast type, Natural Dodge
Benefit: Your natural armour bonus improves by +1. You gain an additonal +1 to Natural Armour for every 5 HD.
Special: You mat select this feat more than once. Each additonal time you select it, you gain an additional +1 to Natural Armour.

Natural Dodge [General]:
Prerequisite: Abberation, Animal, Dragon, Magic Beast type
Benefit: You gain a +1 Dodge bonus to Armour Class when wearing no armour or carrying a light load. If you lose your Dexterity bonus to AC, you lose any dodge bonuses. This bonus rises by +1 for every 5 HD you posses.
Special: The feat may be taken more than once. Each additional time it is selected, you gain an additional +1 Dodge bonus.

Martial Natural Weapon Proficency [General]:
Prerequisite: None
Benefit: The creature chooses which order it which to make it’s Natural Weapon attacks, treating the first such Natural weapon attack type as primary (i.e full attack bonus and the creature’s full strength bonus), and all subsequent natural weapons as secondary (reduced attack bonus and half the strength bonus). No more than one type of Natural weapon may be treated as primary in any given round. If the creature makes only a single attack with one natural weapon in a round, it can use one-and-a-half times it’s Strength bonus to damage.
Normal: A creature has a set natural weapon attack sequence, and cannot change which weapon is it’s primary. Unless it possesses only a single natural weapon, it gets only one times it’s Strength bonus to it’s primary weapon and half to the others.

Natural Dual Strike [General]:
Prerequisite: Int 3, BAB +6, two of the same Natural Weapons (e.g, two Claw attacks)
Benefit: As a Standard Action, you can make a melee attack with both of your natural weapons. You make one attack roll for both attacks at a penalty of –4. Each strike deals its normal damage. Damage Reduction and other resistances apply seperately against each weapon strike.
Special: Precision or bonus damage (i.e. sneak attack or a Gagana’s Stoop) only applies to the first hit. If you score a critical hit it applies to the first strike only.
Special: A flying creature may make a Dual Strike attack as part of a Dive charge (or a Gagana’s Stoop).


Edit: Corrected HD in tables from D8 to D10 like it should be...d'oh!

Edit: Corrected Stoop, removed FP from sblocks (added link to Yaba's thread instead!)

Edit: Updated stat blocks with changes so far; most important change is compressing levels down to HD/ECL for both.

Edit: Reworked Gryphon abilities to scale with ECL 2 Gagana. I realise +4 Str, +2 Con is a lot at level 1, but remember that the Gryphon can't get as much out of this as humanoid could; it can't use a two-handed weapon to maximise PA and it's still got D4/D8 attacks.
While at it, added the ability to use 1.5 Str with Martial Natural Weapon if the creature makes only a single attack with one natural weapon that round.

Edit: Added bonus feats to Gryphon at 1st, 3rd, 5th and 7th level (and the relevant list). Added Natural Dual Strike feat desciption. Pumped Laser Breath so it gets +D6 every time you'd get another attack and made it +1.5 Con to damage rather than +Con.

Edit: Tweaked skills slightly; modified replacement feats and attendant feats, seeing as I am going for nonhumanoids being strong in the AC area (perversely!)

Edit: Added Cusith progression below (post 28) as it is waaay too big to put in here!
Kresalak

01-30-07, 12:10 PM
I am immediatly bothered by how they only get 2 HD in 4 levels. This means you're using Savage Species, and so the only thing I can suggest is to completely scrap what you've written.

Give me the writeups for the monsters and I can turn them into classes.
aotrscommander

01-30-07, 12:24 PM
I am immediatly bothered by how they only get 2 HD in 4 levels. This means you're using Savage Species, and so the only thing I can suggest is to completely scrap what you've written.

Give me the writeups for the monsters and I can turn them into classes.

You've hit my own worries precisely on the head!

Actually, I'm not using Savage Species, since I don't have it and have never read it! I'm going entirely off the monster classes in Planar Handbook and Libris Mortis (I and feel those are a little weak) and my own gut instinct.

Out of all the races I've done so far, it's these two that bother me most. My Dragons are simply cak-hard anyway (even starting as Tiny), Cusith have druid-level casting ability and both those two don't have any 'empty' ECL levels.

My Unicorns have a few more spell-likes, but they are still fairly light on the HD/ECL ratio.

Of course my inital 'LA' estimates were based on Griffon and Unicorn cohort LA, which is probably higher than a PC LA...



For the actual monster stats, you mean the stat block for an 'average' creature? Or the set of 'final' abilities I first decided upon, before I broke them down into the class levels? (The latter is the bit in the ECL 4 and ECL 10 species traits sblocks).
ZombieDragon

01-30-07, 12:27 PM
The idea of monster progressions is to try to balance the starting creature/player at a LA of 0 at 1st level. The really good qualities should come at the top of the progression tree. Large creatures should start at medium and gain size later. Dead hit dice levels are tough also, better to lower the hit die and give them at every level.

After a quick review of your, I noticed your giving too much to start and bottom loading the trees, more so in the case of the gryphon.

The gagana, the natural attacks are too strong for first level. Either reduce their die and scale it up over the levels, or remove the claws and give them later in the progression, probably 4th. Because that is 3 attacks it can get off at 1st, which is overpowering.
Start the DR at 2nd and scale it like 2, 4, 8.
Size start at medium hit large at 4th

Gryphon
The starting stats are unbalanced. Remove the +2 to str and add it around 4th.
Again all the natural attacks at 1st are unbalancing, give one. Rake and pounce at 1st ? Move them both up the tree.
Size start at medium hit large around 5th.
aotrscommander

01-30-07, 12:59 PM
The idea of monster progressions is to try to balance the starting creature/player at a LA of 0 at 1st level. The really good qualities should come at the top of the progression tree. Large creatures should start at medium and gain size later. Dead hit dice levels are tough also, better to lower the hit die and give them at every level.

I don't think that size on it's own is important; the ability bonuses from size I figured into the racial adjustments, Str being the most important one. The stat bonuses as stated sort of include the benefits of being Large (at 'top' level), so I don't think the actual size is really too much of an issue.



However, your comment on dead hit dice levels had two effects:

Up until now, I have been taking monster progression (i.e Magic Beast) and ramping it up and trying to create a gesault race/class progression. Perhaps I should shed some of the shackles of said 'monster' levels and make a more class-like progression (I had though about this the other day, things like adding Sneak Attack to the Gagana) rather than try to build a Magic Beast Plus class?

And I just realised the HD in both tables are wrong! Magical beast have D10 HD - and I have got that in their stats everywhere else!

The gagana, the natural attacks are too strong for first level.

Gah! Yes, looking at it, it's a bit daft that Gagana start with better natural weapons than Gryphons anyway! Oops!

I'll drop the dice type.

All you other comments are noted and appriciated! I'll update the HD immediately, but I'll leave the other changes for the immeditate moment (trying to do about seventeen thing at once!)

Edit: spelling correctly not being one of them...
Kresalak

01-30-07, 01:11 PM
For the actual monster stats, you mean the stat block for an 'average' creature? Or the set of 'final' abilities I first decided upon, before I broke them down into the class levels? (The latter is the bit in the ECL 4 and ECL 10 species traits sblocks).

Ah, I didn't notice that SBlock. Lemee see this without the feature points stuff...

• Magic Beast Type
• +4 Str, +6 Dex, +2 Int, -2 Cha
• Large: -1 AC, -1 on attack rolls, -4 on Hide, +4 on Grapple, lifting and carrying capacity limits are double those of Medium creatures.
• Space/Reach: 10’/5’
• Base Speed 20’; Fly 100’ (Good)
• Low-Light Vision (but not Darkvision)
• +4 racial bonus on Spot and Listen
• +2 Natural Armour
• Damage Reduction 8/Slashing or Piercing
• Natural Weapons: Two Claws (D8+Str) and one Gore1 (D10+ ½Str)
• Special Attacks (see above): Stoop
• Lack of Manipulation:
• Lack of equipment slots: All but 2 ring and amulet slots; cannot use weapons/armour

Alright, first, the Stoop ability is completely useless. Flying creatures can already make Dive attacks that deal double damage. So this ability, literally, does nothing.

Overall, I would have no problems allowing this as a 3rd level character. So give it three Magical Beast Hit Die and all that entails, and you're fine. Instead of ever being a spellcaster and losing 3 levels off of its class abilities (assuming you use classes that get worthwhile class abilities), you get resistance against bludgeoning damage, some stat bonuses, flight, natural armor, and natural weapons. However, you can't use any good equipment and never get to manipulate items.
Grand Theft Otto

01-30-07, 01:24 PM
You've hit my own worries precisely on the head!

Actually, I'm not using Savage Species, since I don't have it and have never read it! I'm going entirely off the monster classes in Planar Handbook and Libris Mortis (I and feel those are a little weak) and my own gut instinct.


Savage Species is undoubtably the WORST book published by WOTC. Its creators stated that they designed the monster classes to be sub-par to what players handbook races could do in order to.... get this... make monster PC's rare. So.. a book that helps players make monster characters design goal is... to not have them play said characters? The stupidity of this design is so dense that even light cant escape it.


I'll comment on the race mechanics in a second.

The pounce ability for Gryphons is just too much at first level. Their damage potential on a charge is simply incredible. I'd suggest moving it to 3rd level or so.

I understand why they cant use weapons and armor, but why not barding? Also, their magic item slot limitations should probably be more in line with what dragons can wear. Headbands, anklets (for boots), etc arent out of the question.

The dex reduction for fine manipulation purposes just seems goofy. I'd assign a flat penalty, like a -4 (same as their hide penalty). I have a dragon PC in my current game, and thats what we use for her checks. DC 10 Dex check to pick up anything 3 sizes smaller, +3 for each category below that.
aotrscommander

01-30-07, 01:30 PM
Ah, I didn't notice that SBlock. Lemee see this without the feature points stuff...

Yes, actually, I think maye be I'll edit out the Feature points, or at least make them less obvious...

Alright, first, the Stoop ability is completely useless. Flying creatures can already make Dive attacks that deal double damage. So this ability, literally, does nothing.

Wuh? Gaah! How in the heck did I miss that!? *Bangs head on wall*

Stoop originally was a huge whacking great paragraph of rules which basically let you add extra D6 to a dive attack every umpteen (+10D6 at flat out). Which was not only a bit too powerful at bottom level, but also overly complicated. So I simplified it. Apparently too much!

So, replace "double damage" with "triple damage!" Guh.

Overall, I would have no problems allowing this as a 3rd level character. So give it three Magical Beast Hit Die and all that entails, and you're fine. Instead of ever being a spellcaster and losing 3 levels off of its class abilities (assuming you use classes that get worthwhile class abilities), you get resistance against bludgeoning damage, some stat bonuses, flight, natural armor, and natural weapons. However, you can't use any good equipment and never get to manipulate items.

Do you mean ECL 3 (compressing said abilities to 3HD) or 3 HD in ECL 4?
aotrscommander

01-30-07, 01:58 PM
Savage Species is undoubtably the WORST book published by WOTC. Its creators stated that they designed the monster classes to be sub-par to what players handbook races could do in order to.... get this... make monster PC's rare. So.. a book that helps players make monster characters design goal is... to not have them play said characters? The stupidity of this design is so dense that even light cant escape it.

I see. I was not aware for that. That, as they say, explains everything...


The pounce ability for Gryphons is just too much at first level. Their damage potential on a charge is simply incredible. I'd suggest moving it to 3rd level or so.

Point taken.

I understand why they cant use weapons and armor, but why not barding? Also, their magic item slot limitations should probably be more in line with what dragons can wear. Headbands, anklets (for boots), etc arent out of the question.

This comes out of a long discussion from another thread, the upshot of which is there is no mechanical reason they can't. In fact, barding is worse than armour (you can fly in medium or heavy armour so long as it's still a light load, but you can't fly in mediu or heavier barding. Go figure!)

However, obviously nonhumanoids struggle to a) make it, b) put it on and c) I didn't like the thought of simply dozens of nonhumanoids tromping around in armour. Aside from a rare few, or course!

The other gear line was really only for the feature points and I removed it. I guess now only things like cloaks, boots and/or gaunlets (except speically made) and belts (maybe) are out.

The dex reduction for fine manipulation purposes just seems goofy. I'd assign a flat penalty, like a -4 (same as their hide penalty). I have a dragon PC in my current game, and thats what we use for her checks. DC 10 Dex check to pick up anything 3 sizes smaller, +3 for each category below that.

Good thought. I may well implement that shortly. The original rules was a reduction so as not to put low-Dex creatures on 1 or less, but I think your rules are better!


Edit: One other point on Stoop; it allows you to make a Standard action at the end, not juts an attack! (I have created a feat that's the natural weapon equivilent of Duel Strike which synergises with Stoop in mind!)
Kresalak

01-30-07, 02:46 PM
Wuh? Gaah! How in the heck did I miss that!? *Bangs head on wall*

Stoop originally was a huge whacking great paragraph of rules which basically let you add extra D6 to a dive attack every umpteen (+10D6 at flat out). Which was not only a bit too powerful at bottom level, but also overly complicated. So I simplified it. Apparently too much!

So, replace "double damage" with "triple damage!" Guh.
So they basically get to use a Lance and have Spirited Charge for free. Only they can't PA for -1/+2, so they're not even as good as a lancer with a horse and Spirited Charge. This means the ability really isn't a problem at all, and could honestly be fine at ECL 1 or 2. And yes, I mean compressing everything into 3 levels and giving them three HD. Hell, I'd consider 2, but you'd really need to playtest it to find out the exact proper number.
aotrscommander

01-30-07, 03:07 PM
So they basically get to use a Lance and have Spirited Charge for free. Only they can't PA for -1/+2, so they're not even as good as a lancer with a horse and Spirited Charge. This means the ability really isn't a problem at all, and could honestly be fine at ECL 1 or 2. And yes, I mean compressing everything into 3 levels and giving them three HD. Hell, I'd consider 2, but you'd really need to playtest it to find out the exact proper number.

Done (and Gryphon reduced to 7 HD).

I'm a little wary of piling every Gagana ability into just 2 HD though...

It comes out something like this:

Level/ Hit Fort Ref Will Skill
ECL Dice BAB Save Save Save Points Special
1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 +2 Str, +2 Dex, +2 Int, -2 Cha, Fly 50' (Average), Claw D4, Gore D6, Feat, DR 4/Slashing or Piercing, +1 Natural Armour,+2 racial bonus on Spot and Listen, Low-Light Vision, Stoop, Lack of Manipulation
2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Str, +4 Dex, Claw D8, Gore D10, Feat, DR 8/Slashing or Piercing, +1 Natural Armour, +4 Racial to Spot and Listen, Fly 100’ (Good)

Which seems a bit much for 2nd level, yes?
Kresalak

01-30-07, 03:09 PM
That's exactly why you need to playtest it. It really depends on this-is a standard, nonclassed Gagana CR 1 or 2?
aotrscommander

01-30-07, 03:25 PM
That's exactly why you need to playtest it. It really depends on this-is a standard, nonclassed Gagana CR 1 or 2?

In the above example, a 2 HD Gagana should be ECL 2 and therefore theoretically CR 2 like a 'normal' race+Class combination.
Kresalak

01-30-07, 07:23 PM
However, we don't actually know that it would be. Then again, WotC has published things like the Mineral Warrior which are nearly as good as the Gagana and only LA/CR +1, so it's a bit difficult to tell.

Oh, and here's a neat thing about what you've done with them. They can fly, but they can't use missile weapons-so they have to swoop down and attack people, negating the whole auto-win aspect of flight.
aotrscommander

01-30-07, 08:13 PM
However, we don't actually know that it would be. Then again, WotC has published things like the Mineral Warrior which are nearly as good as the Gagana and only LA/CR +1, so it's a bit difficult to tell.

Like I said, should be. At least my design intent was to make it on a par with normal character's ECL.

(I think actually, the reason Gagana are 2HD, not three was because 2 is the recommended minimum HD for large creatures as Gagana are only a little bigger than medium.)

I'll have a think about dropping them to 2HD rather than 3. Actually, the lower the ECL, the more likely I am to get folks playing them, so...

Oh, and here's a neat thing about what you've done with them. They can fly, but they can't use missile weapons-so they have to swoop down and attack people, negating the whole auto-win aspect of flight.

Well, apart from the two racial feats anyway...(Though to be fair, for the more potent Laser Breath, a 13 Cha is a significant investment for a -2 modifer.)

However, pretty much everybody who can will have a back-up ranged weapon on Dreemaenhyll. I have long since learned the hard way what happens when humanoids don't have back-up ranged weapons. As a matter of course, virtually every PC or NPC I create has a back-up ranged weapon, even if it's just a couple of daggers.

And of course, there's those ruddy great Gryphons and Dragons flapping around and spoiling your day!





I think, though, maybe the Griffon needs some more 'class' features if it's going to stay at 7HD/ECL 7 (which I think it should). Maybe some bonus feats?
Kresalak

01-30-07, 08:24 PM
I think the class replacement stuff is fine. Natural armor might be better, because Armor bonuses go away with Touch attacks just as Natural ones do, and Dodge bonuses stay but go away when you're flat-footed.

Now then, the feats..

Racial Feat: Steel Feathers:
Prerequisite: Gagana, first level only, Con 13+
Benefit: The Gagana develops metal in the feathers, changing it’s colour from black to steel-grey. This grants a +4 Armour bonus to AC. The additional weight (+30%) reduces the Gagana’s speed (both land and flying) as if it were wearing medium armour and it’s manuverability by one catergory. It gains an Armour Check Penalty of –3. These penalties cannot be removed, as they are part of the Gagana’s phyiscal form (save perhaps by plucking the Gagana). However, the Gagana does not suffer the penalties from sleeping in armour for the same reason, nor does it have an Arcane Spell Failure chance or a maximum Dexterity bonus.
Ok, first, you don't state how much the speed is reduced by. And by +30%, you mean the Gagana weighs 130% as much as normal, correct?

A Gagana with Steel Feathers can send a shower of razor-edged feather blades with a sweep of it’s wings. It can do this even while flying. It can use this attack once per day for every 5 HD/Levels. This is a line 20’ wide and high and up to Short range (25’+5’/2 lvls) long, dealing 2D6+ D6 per 2 HD slashing and piercing damage. This damage scales to the Gagana’s size. Anything within in area of effect can make a Reflex save of DC 10+ ½ HD + Gagana’s Constitution modifier for half damage.
You do not explain what "scales to ... size" means. This ability is also a little weak. You get it at most 4/day, and it does at best 12d6, which is really bad. 1d6/level would be better.

As an attack action, the Gagana may flick a single razor-edged feather (D6+Str slashing and piercing damage) with 50’ range increments. The threat range is 19-20. This is treated as a thrown manufactured weapon attack, thus; the Gagana can make additional attacks based on BAB or use two-weapon fighting or rapid shot etc. They are treated as ammunition for enhancement purposes and as a Dart for any weapon-related prerequisites. There is no effective limit to the number of times the Gagana can do this per day.
I think that this should get Str to damage, since you're throwing it yourself. Possibly 1/2 Str, if you think that's too good.

Racial Feat: Laser Breath (Su):
Prerequisite: Gagana, Con 13+, Cha 13+
Benefit: As a Standard action, the Gagana can breath a blast of laser energy. This is a ranged touch attack with 100’ range increments. The attack deals 2D6 + Gagana’s Constitution modifier Light damage. The Gagana can use this power at will. This power is treated as a ranged spell for the purposes of feats.
Special: A Gagana fighter may select this feat as one of it’s bonus feats.
2d6+Con isn't very much at all; certainly not worth a feat, even if it's at-will.
aotrscommander

01-30-07, 09:46 PM
I think the class replacement stuff is fine. Natural armor might be better, because Armor bonuses go away with Touch attacks just as Natural ones do, and Dodge bonuses stay but go away when you're flat-footed.

Cool.

Now then, the feats..


Ok, first, you don't state how much the speed is reduced by.

Reduced to 15' Fly 70' as for medium/heavy armour.I think when I wrote it originally I never bothered t check the DMG...

And by +30%, you mean the Gagana weighs 130% as much as normal, correct?.

Yep. Whacking great metal feathers do not for a floaty light Gagana make...

You do not explain what "scales to ... size" means.

Simply that the damage increases or decreases if the Gagan gains grown or shrunk like a normal weapon. I figured it was worth specifically stating.

This ability is also a little weak. You get it at most 4/day, and it does at best 12d6, which is really bad. 1d6/level would be better.

I was erring on the side of caution. Having now seen some of the hertiage and racial-type feats, I don't think D6/HD woudl be so bad. Maybe D4/HD if we're being conservative. It is a pretty big area, after all.

I think that this should get Str to damage, since you're throwing it yourself. Possibly 1/2 Str, if you think that's too good.

You do..."As an attack action, the Gagana may flick a single razor-edged feather (D6+Str slashing and piercing damage) with 50’ range increments."

2d6+Con isn't very much at all; certainly not worth a feat, even if it's at-will.

It's no more damage or range than a (composite) Large Long bow, granted. Except it's energy damage and a ranged touch. No SR, no save. I did wonder about making it an attack action, but I wasn't sure if that would be too much. (And again, I was erring on the side of caution. )

Thinking about it, though, seeing as they're not going to get magic ammo or magic bows, a full attack/rapid shot capability etc wouldn't be too bad. Especially for a ranged touch energy attack! I mean at about level 1-5ish it pisses on Eldritch Blast already. Plus, I also have a feat that is designed to up the damage of this sort of attack; +D6 that you can take a few times (though that also helps warlocks too!)
Kresalak

01-31-07, 08:09 AM
As for the Gryphon, it looks like it would be fine at ECL 4 or 5, depending on where you decide to place the Gargana. If ECL 2, then 4, and if 3, then 5.

And I think I confused Steel Feathers with the shower of feathers ability when I said it needed Str. Shower of feathers is fine without it, though; I simply got confused.

So scales to size means that if you make them Huge by some means, the attack does 3d6? 4d6 at Gargantuan, 6d6 Colossal, etc.?
aotrscommander

01-31-07, 10:06 AM
So scales to size means that if you make them Huge by some means, the attack does 3d6? 4d6 at Gargantuan, 6d6 Colossal, etc.?

*Goes back and reads own feat*

Hmm. I think the comment of scale might be for the 'thrown' portion rather than the area effect (sometimes where I revise things - and most of this stuff has been revised periodically - I don't write what I thought I've written). Trying to scale a level-based damage could get messy.

If what I meant was the area effect, what I probably meant was each D6 of the attack should be scaled (so a Huge Gagana would deal 2D8 + D8/2HD, a Gargantuan 4D6 + 2D6/2Hd and a Collosal 6D6 + 3d6/2HD). But that seems a bit fiddly.

However, it might be better to say the damage remains the same but the area scales (width equals 2 x Space) and make the save Str-based not Con based. That represents the act that while a Gagana that's bigger can chuck the feathers harder (higher Ref save) and individual abstract feather are larger, the density in the area is less. Conversly a smaller Gagana can't throw as hard, but because it has a higher density, it does pretty much the same damage. This has the advantage it's just simpler to handle.

What about adding to Stoop a fly-by effect (so the Gagana can dive, make a standard action attack and then whoosh past)?

I think I'll go with a 2 ECL progression for the Gagana, rather than ECL 3, as that's more in line with what I originally intended. I'm a bit wary of giving them DR 4 at level one but it does only affect bludgeoning attacks; plus, I think I'd be better off making them overpowered to start with (as it'll be easier to balance humans up to thier level with gear in the short term).

Edit: Even more so, since of course the won't even get alturnate class features/armour proficiency (etc) until level 3 (unless they spend their one and only first feat on Light Armour Proficiency).

As for the Gryphon, it looks like it would be fine at ECL 4 or 5, depending on where you decide to place the Gargana. If ECL 2, then 4, and if 3, then 5.

I think I'd rather the Gryphon be a powered-up to ECL 7, rather than dropped; simply for no other reason that it's in line with the stats of the MM Griffon in terms of HD etc.

Frankly, at the moment though, the Gryphon's not even up to fighter standards quite yet. I think maybe a bonus fighter feat every 2nd level might be worht adding (so +3 feats on top of what it has now). Or maybe at 1st and odd levels (+4 feats)?

I just realised that probably both races could really use Survival on their class skills anyway; maybe Knowledge Nature for both.
Kresalak

01-31-07, 10:22 AM
The fly by effect could be covered by taking the Fly-by Attack feat; state that, if the Gargana has Fly-by Attack, it may use it in conjunction with Swoop.
aotrscommander

01-31-07, 10:37 AM
The fly by effect could be covered by taking the Fly-by Attack feat; state that, if the Gargana has Fly-by Attack, it may use it in conjunction with Swoop.

Done.
aotrscommander

02-05-07, 09:18 AM
Had a break in time at last!

I think the Gagana seem pretty balanced now: they get a high DR at level one (admittedly, only against blunt weapons), have a great fly speed, natural weapons and a special attack. But they are kind of fragile, though; at Dex 18, they have a max AC of 14 at level 1 before feats, and 18 at level 2.

Last thing I did was tweak Laser Breath. It now gains +D6 approximately every time you'd get a secondary attack (every 6 points of BAB to be exact), maxing up to 5D6. Combined with my Augment Blast feat (which basically adds +D6 at +6 BAB and can be taken multiple times at +12 BAB, +18, +24 etc), it tops out at 8D6. By comparion a 20th level Warlock's Eldritch tops out at 9D6 (+2D6 from Augment Blast which they also qualify for!).



Added a list of bonus feast to the Gryphon at 1st, 3rd, 5th and 7th level. It bugs me a little they might be a tad undergunned still (since their AC will be very low until at least level 8; starting at max 14, 15 at 2nd, 16 at 3rd and 18 at 5th and up, sans feats). But this should at least make them passing reasonable. (I'm half-inclined to give them one every level, actually).
aotrscommander

02-08-07, 08:09 AM
Last bump...
Grizzled Gryphon

03-22-07, 08:58 PM
Wow, these guys are pretty cool. I like the Gagana.

But, as my name implies, I REALLY like the gryphon!! LOL. As for the feats per level, I agree with that. They are fairly weak without something like that.

Unless you decide that some people have decided to make equipment for them. While I don't know the background of your world, I would imagine that if these guys are part of the military, then someone would want their "soldiers" properly outfitted. So, to help bring them up to par, per se, maybe there is some equipment for them? I certainly can see enterprising casters wanting to get in on the nitch market of magic items for the "heroes" of the last war.

If I was playing one, I would think a dancing Lance would be a pretty cool thing to have. Or a dancing sheild. But, there are many items that could easily be adjusted slightly to fit a Gryphon or Gagana.

Just out of curiosity, why wouldn't the apparently warlike Gryphons be apposed to being a Warmage? Sure, they don't normally wear armor, but that is hardly the defining feature of the Warmage. If they played such a huge part in the war, then it only stands to reason that being a flying creature with a huge array of blasting spells would be very interesting. I would have suspected that would have been a more prevalent class for them then Sorcerer, in fact. This would be even more of a reason for the Gagana to be one, too.
aotrscommander

03-26-07, 07:20 AM
Wow, these guys are pretty cool. I like the Gagana.

Out of all the creatures I've concocted up so far, the Gagana are my second favorite! (The top slot goes to the Cusith - dog-like disease Fey; maybe I'll post 'em up some day.)


But, as my name implies, I REALLY like the gryphon!! LOL. As for the feats per level, I agree with that. They are fairly weak without something like that.

Unless you decide that some people have decided to make equipment for them. While I don't know the background of your world, I would imagine that if these guys are part of the military, then someone would want their "soldiers" properly outfitted. So, to help bring them up to par, per se, maybe there is some equipment for them? I certainly can see enterprising casters wanting to get in on the nitch market of magic items for the "heroes" of the last war.

If I was playing one, I would think a dancing Lance would be a pretty cool thing to have. Or a dancing sheild. But, there are many items that could easily be adjusted slightly to fit a Gryphon or Gagana.

Just out of curiosity, why wouldn't the apparently warlike Gryphons be apposed to being a Warmage? Sure, they don't normally wear armor, but that is hardly the defining feature of the Warmage. If they played such a huge part in the war, then it only stands to reason that being a flying creature with a huge array of blasting spells would be very interesting. I would have suspected that would have been a more prevalent class for them then Sorcerer, in fact. This would be even more of a reason for the Gagana to be one, too.

Equipment is still being worked on. Thanks to the recent article on animal companions, the amount fo gear the nonhumanoids can actually have has been sorted. Pretty much they can use more-or-less the same range of kit as humanoids; but with a few exceptions (like rings and amulets) it has to be specially for that body type. Gryphons and Gagana might be able to share 'boots' or the equivlient thereof, but a Unicorn wouldn't.

As to armour, the monstrous have a choice. They can either take their class replacement features or have armour proficiency (if they multiclass, they could even take both). However, armour requires they have somebody else fit it on to them (like the rules for barding), so it's less common.

As for Gryphon Warmages, there are a number, they are just less common than Sorcerers. Which is still more than the number of Gryphon Clerics or Monks (and the latter of course, have a good synergy with monstrous classes, better than Warmages or sorcerers, actually!). The main reason is that Warmages don't gain that much over sorcerers, once you take armoured casting out of the equation (all told). Especially once you figure in your starting on a solid fighter base.
But mainly of course, Warmages require consdierable training, and Gryphons are not the best at taking regimented instruction!

Gagana Warmages are of course rare since they are Cha-based casters. And Gagana - both mechanically and by bloodline - suck at Cha-based casting. However, their over-developed brains lend themselves so much better to psionics. And in general, psions make as good if not better blasters than Warmages or blaster sorcerers.



The Gagana will be getting there first test run in a couple of weeks as NPCs and the Unicorn class (a similar progression, not disimilar to the MM Unicorn over 4 HD/levels) will be as a PC. Ironically, I think the Unicorn ended up way-over the top! Following Kresalak's adivce, I simply dropped all the non-HD levels and compressed 8 ECL into four. Now having seen a Unicorn PC, I think I may have over done it just a tad! (I think I'll have to set them to a 6HD progression, rather than 4 or 4+4'LA' levels): I may well post them up after the play test and I make any revisions.
Grizzled Gryphon

03-27-07, 08:27 PM
I have to admit, I based my liking of the Gagana on the fluff, and didn't pay a whole ot of attention to the attribute modifiers. So, I didn't notice the -2 to Cha. My bad. I have went back and re-read it, and you are of course right; Gagana Warmages would, indeed, be exceedingly rare.

I am a little confused about something, though. If the training of the Warmage is more than the average Gryphon wants to invest in, then how is the training of a Monk OK for them? As I see it from the descriptions of the training for each class, the Monks training takes most of a lifetime of training, while the Warmage's go to an Acadamy, or College, for a few years at most. I don't mean to poke holes in your ideas, but that one was a little odd to me.

I don't know that the Armored Mage aspect of the Warmage is all that great a feature of the class, to be honest with you. I think that the Warmage Edge is a much more useful aspect of the class.

I have played many Warmages, and had even more players play the class. None of them have ever relied on the armor they can wear for much of anything. But, they have surely out blasted all other casters in any of the games I have run/played in.

Of course, there is the real problem with the Warmage; that is pretty much all they can do. If blasting it doesn't solve the problem, then they have little else to do.

That all being said, I fully agree with on about the Sorcerer being the better idea as a caster class for the gryphon. Much more resourceful then a Warmage, in almost all respects. Yeah, the Warmage can throw more damage spells, but not by enough to matter. The vesratility of the Sorcerer far outweighs the benefits the Warmage has to offer.

Most people, myself included, play the Warmage for one simple reason: you don't have to pick spells. In other words, simplicity.

I do have to admit, though, that the idea of a Gryphon screaming out of the air and doing a flurry of blows on someone is impressive. Do you adjust the rules so a Gryphon can use it's claws with its Monk attacks? Just curious, as a Monk attacks with an unarmed strike, not natural weapons. I tend to allow such things on a case by case basis. For example, I would allow a Gryphon to not only use its natural attacks for such combat, but I would allow its unarmed strike to scale up with the claw damage as a base, if it is more. I would also change it to slashing damage, of course.

Well, I think I have tied up enough of this threads space with my ramblings, so I will let you go back to the great work you are doing.
aotrscommander

03-28-07, 06:35 AM
I do have to admit, though, that the idea of a Gryphon screaming out of the air and doing a flurry of blows on someone is impressive. Do you adjust the rules so a Gryphon can use it's claws with its Monk attacks? Just curious, as a Monk attacks with an unarmed strike, not natural weapons. I tend to allow such things on a case by case basis. For example, I would allow a Gryphon to not only use its natural attacks for such combat, but I would allow its unarmed strike to scale up with the claw damage as a base, if it is more. I would also change it to slashing damage, of course.

Monks just synergise well with nonhumanoids (since neither uses weapons or goes in for much armour). Granted Gryphons don't get so much out of it with their Wisdom penalty.

However, it's also worth noting I don't think I've really looked at the flavour again since I modified the class replacement features. With scaling AC bonuses, Monk isn't the only real choice for higher level.

Hang-on...if I actually read my own fluff, it says Gryphons don't usually make good Monks because of their lack of focus. Okay, so we don't actually have a whole in the fluff!

Gagana, on the other hand do have lots of Monks! (You probably mixed the two.)

I must admit, I just have an image of a Gagana, balaced on one leg, wings spread out in what could only be called a 'crane' stance...awesome!

Hmm...or maybe do 'hand'seals (ala Naruto) with their wings...Damn, I love my Gagana!



Natural weapons don't get used as unarmed attacks; but that just means a Gagana Monk (for example) is using their unarmed attacks in the form wing smacks, kicks and any other over-the-top awesome martial arts stuff you can cook up. (Balance on one foot and spinning wingslam for the win! Or flying Xena-style kick-flurry! W00t!) You can, of course, use your natural weapons on top of a flurry anyway (plus the size bonus to damage doesn't hurt!) You might want to take Verastile Unarmed Strike too, just for the flavour!

Well, I think I have tied up enough of this threads space with my ramblings, so I will let you go back to the great work you are doing.

Nah, rambling is good; keeps the thread going doesn't it?



While I'm here, I haven't got round to fixing Unicorns yet, but what the hey, I'll whack the Cusith up!
aotrscommander

03-28-07, 07:48 AM
CUSITH

Dread bearers of plague and despair, Cusith are the harbingers of ill-fortune.

Cusith were formed in the same manner as the Nymphs and Fey, by the excess divine energy. They are the paragons of sickness, plague and disease.

A Cusith is a skeletally-thin fox-like creature about the size of a small sheep. Not usually more than about four and a half feet long, they weigh about 60 lbs. Their fur is a foetid green, darkening down their legs until at their paws it is black. They have glowing, pupiless orange eyes.

Cusith are very intelligent. Many are found in the service of the Dark Lord, and they are often seen with, or even leading, bands of Undead. Their main fault is a tendency to cowardice. If things start to go wrong, a Cusith is most likely to break and flee rather than fight on.

Cusith typically speak the language of the locale they live; in reasonably educated Cusith often speak Kulobrak and Linundin. Cusith are actually quite garrulous creatures. They are prone to immobilising victims with their spells and then carefully explaining their entire plan at length to savour their victory, before dispatching them. As can be imagined, this can and does frequently backfire – but often the Cusith lives to flee another day.

Cusith are picky eaters, preferring to eat rotted meat, and they store away victims (or prey) somewhere to get nice and putrid before eating it. If forced to eat fresh meat (or worse, non-meat foodstuffs) they will usually complain to anyone within earshot.


(Your atypical Cusith is epitomised in the following image. Imagine a large green fox like-creature sitting on it's haunches on a tree stump, looking at you and smirking. That's a Cusith down to a tee!)


Combat
Cusith are not strong combatants. They rely on their large array of deliberating magics to weaken and dispatch a foe. They only close to use their bite as a last resort, if cornered. Most Cusith will flee if seriously threatened.

Characters
Cusith typically concentrate on their own powers, augmenting their already formidable prowess. After Cusith class, the most common classes tend to be Cleric, Dread Necromancer, Necromancer, Rogue, Scout or Warlock.


Level/ Hit Fort Ref Will Skill
ECL Dice BAB Save Save Save Points Special
1st 1D10 +1 +2 +2 +0 (2+Int mod) x 4 Bite (D6)
2nd 2D10 +2 +3 +3 +0 2+Int mod +2 Con, +2 Wis, +1 Natural Armour, Trip, Scent, Track, Base Speed 40’
3rd 3D10 +3 +3 +3 +1 2+Int mod +2 Dex, Rotting Breath, +1 Natural Armour
4th 4D10 +4 +4 +4 +1 2+Int mod +2 Wis, +2 Cha, +1 Natural Armour, Immunity to Disease, Base Speed 50’
5th 5D10 +5 +4 +4 +1 2+Int mod +2 Dex, +1 Natural Armour, Toxic Fumes



Once a Cusith reaches ECL 5 (5HD), it may choose to start multiclassing into other character classes, or it may choose to advance as a Magic Beast. In the latter case, it gains an increase in it’s Spellcaster class level in addition to the usual benefits of a Magic Beast class level (skills, BAB, saves etc.).


Level/ Hit Fort Ref Will Skill
ECL Dice BAB Save Save Save Points Special
+1 +1D10 +1 +1 /2 lvls +1 /2 lvls +1/ 3 lvls (2+Int mod) x 4 +1 -



Species Traits as of level 1:
• Magic Beast Type
• Fey Subtype: Cusith are considered Fey for all effects which specifically effect Fey.
• +2 Dex, +4 Int
• Small Quadruped: +1 AC, +1 on attack rolls, +4 on Hide, -4 on Grapple, lifting and carrying capacity limits the same as those of Medium creatures.
• Base Speed 30’
• Darkvision 60’, Low-Light Vision
• +2 Natural Armour.
• Natural Weapons: One Bite (D6)
• Class skills are Concentration, Hide, Knowledge (Any), Listen, Move Silently, Spellcraft, Spot
• +8 save verses non-magical disease.
• Eschew Materials as a bonus Feat
• Lack of Manipulation: Because of their lack of hands, having only paws, Cusith cannot use objects easily. They suffer an effective –8 penalty to their Dexterity when attempting any tasks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is.
Common Classes:1 Advanced Cusith, Cleric, Dread Necromancer, Necromancer, Rogue, Scout, Warlock
Rare Classes: None


Trip (Ex): On a bite hit, the Cusith can make a trip attempt as a free action without provoking an attack of opportunity. If it loses, the foe cannot react to trip the Cusith.
Rotting Breath (Su): The Cusith vomits forth a stream of roiling, sickly green-white liquid energy that erodes anything it touches. The stream is a 60’ range ranged touch attack. Anything stuck by the blast takes 4D6 Acid damage (including objects). The Cusith may breath once every D4 rounds, regardless of which breath weapon is used. Starting at 9th Cusith level, and every 3 Cusith levels thereafter, the Cusith’s Rotting Breath deals an additional D6 damage.
Immune to Disease (Ex): Cusiths are the embodiment of disease and so are immune to all diseases, even supernatural diseases.
Toxic Fumes (Su): The Cusith exhales a cloud of sickly yellow-white vapours. The effect covers a 30’ long, 5’ wide line. All creatures within take D3 Strength and D3 Dexterity damage and are Sickened until the ability damage is completely healed. A Fort save (DC 10+ ½HD +Constitution modifier) negates both the ability damage and the sickening. The Cusith may breath once every D4 rounds, regardless of which breath weapon is used.
Spells: Cusith cast Natural (divine) spells from the Cusith spell list. Wisdom is their key ability. Their Mana pool (or their amount of spells per day) and caster level is equal to a Druid’s of their Cusith HD. They otherwise cast spells as Druid. (Note, they have neither alignment restictions on the type of spells they can cast nor the druid oaths which prevent armour being worn.)


• Magic Beast Type
• Fey Subtype: Cusith are considered Fey for all effects which specifically effect Fey.
• +6 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha. Cusith are not strong, but are agile and highly intelligent and cunning.
• Small Quadruped: +1 AC, +1 on attack rolls, +4 on Hide, -4 on Grapple, lifting and carrying capacity limits the same as those of Medium creatures.
• Base Speed 50’.
• Low-Light Vision and Darkvision 60’
• Scent
• Racial Hit Dice: 5 levels of Magic Beast, providing 5D10 HD, BAB +5, Fort +4, Ref +4, Will +1, and +1 Ability point
• Racial Skills: A Cusith’s Magic Beast levels give it 8 x (2+ Int mod) skills. Class skills are Concentration, Hide, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Spellcraft, Spot
• Racial Feats: A Cusith’s Magic Beast levels give it 2 Feats.
• +6 Natural Armour: Cusith are tougher than the appear.
• Natural Weapons: One Bite (D6)
• Special Attacks (see above): Rotting Breath, Trip, Toxic Fumes
• Immune to Disease: Cusith are the embodiment of disease and so are immune to all diseases, even supernatural diseases.
• Eschew Materials and Track as bonus Feats.
• Lack of Manipulation: Because of their lack of hands, having only paws, Cusith cannot use objects easily. They suffer an effective –8 penalty to their Dexterity when attempting any tasks that requires fine manipulation (most craft skills, picking a lock, etc). This is in addition to any penalties for equipment of the wrong size. To pick up and manipulate an object of three size categories smaller than them requires DC 10 Dexterity check (each round when doing anything more than holding it). The DC rises by +3 for each size category smaller the object is.
Spells: Cusith cast Natural (divine) spells from the Cusith spell list. Wisdom is their key ability. Their Mana pool (or their amount of spells per day) and caster level is equal to a Druid’s of their Cusith HD.


Note that spells with a namein brackets thereafter are simply renamed (the page reference is for the name in the brackets.)

0-level Cusith Spells (Cantrips)
Acid Splash: CR1 p196
Bleeding Disease: R&R p54
Daze: CR1 p217
Detect Magic: CR1 p219
Detect Poison: CR1 p219
Flare: CR1 p232
Ghost CR1 p235
Light: CR1 p248
No Light: BVD p100
Preserve Organ: BVD p101
Slash Tongue: BVD p103
Sneeze: R&R,p114
Sonic Snap: SpC p195
Steal Sleep: R&R p116
Stick: SpC p206
Touch of Fatigue: CR1 p294

1st-level Cusith Spells
Acid Spittle: R&R p47
Angry Ache: BVD p85
Backbiter: SpC p23
Bane: CR1 p203
Bestow Wound: BVD p85
Blood Wind: SpC p33
Breath Flare: SpC p38
Breath of the Jungle: SpC p39
Buzzing Bee: SpC p41
Camouflage: SpC p43
Cause Fear: CR1 p208
Chameleon Skin: R&R p57
Charm Animal: CR1 p208
Charm Person: CR1 p209
Cloudburst: SpC p49
Colour Spray: CR1 p210
Command: CR1 p211
Comprehend Languages: CR1 p212
Confusion, Lesser: CR1 p212
Deathwatch: CR1 p217
Delay Disease: SpC p63
Dispel Ward: SpC p67
Distort Speech : SpC p69
Distract : SpC p69
Distract Assailant: SwiftSpC p69
Doom: CR1 p225
Ebon Eyes: SpC p77
Empathic Resonance: (M-riel’s Empathic Resonance) R&R p90
Enhance Toxin: (Sethris’ Potency) R&R p107
Enrage Animal: SpC p82
Entangle: CR1 p227
Faerie Fire: CR1 p229
Fiery Eyes: Cm Arc p106
Flash: R&R p73
Glue: R&R p76
Grease: CR1 p237
Grim Feast: R&R p79
Heartache: BVD p97
Hypnotism: CR1 p242
Incite: SpC p121
Inhibit: SpC p123
Karmic Aura: Cm Mge p108
Longstrider: CR1 p249
Low Light Vision: SpC p134
Luminous Gaze: SpC p135
Magic Fang: CR1 p250
Moon Lust: SpC p143
Necrotic AwarenessF: Lib Mort p67
Obscuring Mist: CR1 p258
Prevarication’s Bounty: R&R p98
Quiet Contemplation: (S-mar’s Quiet Contemplation) R&R p106
Rabbit Feet: R&R p99
Ray of Clumsiness: SpC p166
Ray of Enfeeblement: CR1 p269
Remove Scent: SpC p173
Resinous Tar: Cm Mge p115
Shock and Awe: SpC p189
Silvered Claws: BXD p107
Sleep: CR1 p280
Slow Burn: SpC p192
Slow Consumption: BVD p103
Sorrow: BVD p104
Spell Flower: SpC p198
Spirit Worm: SpC p202
Stupor: BVD p106
Targeting Ray: SpC p219
Tongue of Demons: (Tongue of Baalzebul) BVD p107
Tongue Tendrils: BVD p107
True Casting:Cm Mge p121
True Strike: CR1 p296
Vision of Heaven: BXD p111
Wall of Smoke: SpC p235
Winter Chill:SpC p241

2nd-level Cusith Spells
Addiction: BVD p84
Align Fang: SpC p9
Animal Trance: CR1 p198
Arcane Turmoil: Cm Mge p96
Assassin’s Senses: R&R p50
Baleful Transposition: SpC p23
Binding Winds: SpC p27
Black Karma Curse: PHB2p103
Blackrot: Cm Mge p96
Blaze of Light: HoB p125
Blinding Spittle: SpC p32
Blindness/Deafness: CR1 p206
Body Blades: SpC p35
Boiling Blood: Cm Mge p97
Boneblast: (Undead or Cusith component) BVD p86
Bothersome Babble: Cm Mge p97
Briar Web: SpC p39
Camouflage, Mass: SpC p43
Cat’s Grace: CR1 p208
Caterwaul: Cm Mge p98
Chain of Eyes: SpC p45
Chill in the Bones: (Cold Snap) R&R p59
Circle of Nausea: BVD p88
Cloud of Bewilderment: SpC p48
Countermoon: SpC p53
Curse of Ill fortune: SpC p56
Curse of Impending Blades: SpC p56
Dance of Ruin: BVD p90
Darkness: CR1 p216
Daze Monster: CR1 p217
Death Knell: CR1 p217
Decomposition: SpC p61
Delay Poison: CR1 p217
Delusions of Grandeur: SpC p63
Desiccating Bubble: SpC p63
Dispelling Touch: PHB2p110
Dissonant Chant: SpC p69
Distracting Ray: SpC p69
Earthbind: SpC p76
Enthrall: CR1 p227
Escalating Enfeeblement: Cm Mge p103
Fog Cloud: CR1 p232
Fox’s Cunning: CR1 p233
Frost Breath: SpC p100
Fumble: (Enkili’s Luck) R&R p71
Ghoul Touch: CR1 p235
Glitterdust: CR1 p236
Grave Mist: (Kelgore’s Grave Mist) PHB2p116
Gust of Wind: CR1 p238
Healing Sting: SpC p110
Heartfire: SpC p112
Hideous Laughter: (Tasha’s Hideous Laughter) CR1 p292
Hold Animal: CR1 p241
Hold Person: CR1 p241
Holy CaressM: (Lastil’s Caress) BXD p102
Hunter’s Stalk: R&R p84
Hypnotic Pattern: CR1 p242
Increase Virulence: PHB2p115
Infernal Wound: SpC p122
Intoxicate: R&R p86
Ironthunder Horn: SpC p126
Kelp Strand: SpC p128
Luminous Swarm: Cm Mge p110
Malevolent Miasma: SpC p137
Mark of the Outcast: SpC p138
Mindless Rage: SpC p142
Miscast Curse: (Enkili’s Prank) R&R p71
Misdirection: CR1 p254
Necrotic CystF: Lib Mort p68
Necrotic ScryingF: Lib Mort p69
Owl’s Wisdom: CR1 p259
Phantasmal Assailants: SpC p154
Phantom FoeM: SpC p156
Phantom’s Howl: R&R p96
Protection from Negative Energy: SpC p163
Protection from Positive Energy: SpC p163
Pyrotechnics: CR1 p267
Rainbow BeamF: SpC p165
Ray of Sickness: SpC p167
Ray of Stupidity: SpC p170
Ray of the Python: PHB2p122
Ray of Weakness: SpC p168
Razorfangs: SpC p168
Rebuke: SpC p170
Remove Addition: BXD p105
Remove Paralysis: CR1 p271
Rend the Sovereign Soul: R&R p100
Resist Energy: CR1 p272
Rune of Darkness: R&R p103
Saltray: SpC p179
Sap Strength: BVD p103
Scare: CR1 p274
Shadow Spray: p186
Shadows: (Gloom) R&R p76
Shatter: CR1 p278
Shroud of Undeath: SpC p189
Silence: CR1 p279
Slapping Hand: SpC p191
Slow Consumption: BVD p103
Smother: R&R p114
Snake’s Swiftness: SpC p193
Soften Earth and Stone: CR1 p280
Sound Burst:CR1 p281
Spawn Screen: SpC p197
Spectral Hand: CR1 p282
Spider Climb: CR1 p283
Splinterbolt: SpC p203
Sting Ray: SpC p206
Stolen Breath: SpC p207
Summon Swarm: CR1 p289
Tiger’s Tooth: SpC p221
Touch of Idiocy:CR1 p294
Torrent of Tears: Cm Mge p119
Touch of Rage: R&R p122
Trip Vine: HoB p128
Veil of Shadow: SpC p228
Vertigo: PHB2p127
Wall of Gloom: SpC p233
Warp Wood: CR1 p300
Wave of Grief: SpC p236
Web: CR1 p301
Winter’s Embrace: SpC p241
Wither Limb: BVD p110
Wolf’s Cry: R&R p125
Wracking Touch: SpC p243

3rd-level Cusith Spells
Affliction: BXD p89
Align Fang, Mass: SpC p9
Animate Shadow: R&R p48
Awaken Sin: SpC p21
Bands of Steel: SpC p24
Battlemagic Perception: HoB p125
Bestow Curse: CR1 p203
Blacklight: SpC p30
Bloodstorm: R&R p54
Capricious Zephyr: SpC p43
Caustic Smoke: Cm Mge p98
Cat’s Grace, Extended: (New Spell)
Chain of Eyes: SpC p45
Circle of Nausea: BVD p88
Clutch of Demons: (Clutch of Orcus) SpC p49
Cone of Dimness: SpC p50
Contagion: CR1 p213
Contagious Fog: SpC p52
Creaking Cacophony: SpC p55
Cruel Disappointment: BVD p89
Crumble: SpC p56
Curse of Arrow Attraction: PHB2p109
Curse of Impending Blades, Mass: SpC p57
Curse of Terror: R&R p61
Curse of the Putrid Husk: BVD p89
Darkfire: SpC p59
Deep Slumber: CR1 p217
Deeper Darkness: CR1 p217
Dehydrate: SpC p62
Demon Dirge: SpC p63
Devil’s Eye: BVD p92
Diminish Plants: CR1 p221
Dire Charm: (New Spell)
Dispel Magic: CR1 p223
Dominate Animal: R1 p224
Doom Scarabs: PHB2p110
Downdraft: SpC p72
Dread Word: BVD p93
Eagle’s Splendour, Extended: (New Spell)
Energy Vulnerability: PHB2p112
Evil Eye: BVD p94
Exile from Nature: (Denev’s Exile from Nature) R&R p65
False Gravity: SpC p87
Flashburst: SpC p95
Flesh Ripper: (Undead or fiend component) BVD p96
Forestfold: SpC p98
Fox’s Cunning, Extended: (New Spell)
Freeze: (New Spell)
Gas Cloud: R&R p75
Great Thunderclap: SpC p107
Halt Undead: CR1 p238
Halt: Immediate. PHB2p114
Heatstroke: SpC p113
Hesitate: Immediate. PHB2p114
Hypothermia: SpC p118
Imperative Ambulation: (Otto’s Imperative Ambulation) Cm Mge p112
Infestation of Maggots: SpC p123
Invisibility Purge: CR1 p245
Iron Storm: R&R p87
Jagged Tooth: SpC p126
Junglerazer: SpC p127
Karmic Backlash: Cm Mge p109
Know Opponent: SpC p129
Know Vulnerabilities: SpC p129
Listening Ringworm: R&R p89
Magic Fang, Greater: CR1 p250
Magnetism: Cm Arc p114
Manaspear:R&R p91
Mesmerizing Gaze: SpC p140
Mind Poison: SpC p141
Miser’s Envy: SpC p142
Mystic Lash: MoF p109
Nauseating Breath: SpC p146
Necrotic BloatF: Lib Mort p67
NondetectionM: CR1 p257
Obscure Object: CR1 p258
Owl’s Wisdom, Extended: (New Spell)
Pall of Twilight: Cm Mge p113
Phantasmal Strangler: Cm Mge p113
Poison: CR1 p262
Prickling Torment: Cm Mge p113
Protection from Energy: CR1 p266
Quench: CR1 p267
Ray of Dizziness: SpC p166
Ray of Exhaustion: CR1 p269
Reality Blind: BVD p101
Refreshment: BXD p105
Rejuvenative Corpse: SpC p172
Remove Blindness/Deafness: CR1 p270
Remove Curse: CR1 p270
Resist Energy, Mass: SpC p174
Reverse Arrows: SpC p175
Rust Ray: SpC p178
Scattering Trap: PHB2p123
Shadow Binding: SpC p182
Shadow Strike: R&R p110
Shadow Touch: R&R p110
Shrivelling: (Disease or Cusith component) BVD p103
Sleet Storm: CR1 p280
Slow: CR1 p280
Snake’s Swiftness, Mass: SpC p193
Sonorous Hum: SpC p196
Spell Vulnerability: SpC p200
Spellcaster’s Bane: Cm Mge p117
Spider Poison: SpC p201
Spiderskin: SpC p202
Spike Growth: CR1 p283
Spiritjaws: SpC p202
Stinking Cloud: CR1 p284
Stony Grasp: SpC p209
Suggestion:CR1 p285
Suppress Breath Weapon: SpC p216
Suppress Glyph: SpC p216
Suspended SilenceM: SpC p216
Thorn Throw: R&R p119
Tongues: CR1 p294
Torment: (Chardun’s Torments) R&R p58
Touch of the Eel: R&R p121
Toxic Tongue: Cm Mge p120
Transmute Water to Blood: SH p37
Tremor: SpC p223
Unbuckle: R&R p122
Unluck: SpC p227
Vampiric Touch: CR1 p298
Vertigo Field: PHB2p128
Vipergout: SpC p230
Wall of Chains: BVD p108
Wall of Hornets: R&R p124
Wall of Light: SpC p234
Wind Wall: CR1 p302
Wounding: (Vangal’s Wounding) R&R p123

4th-level Cusith Spells
Asphyxiate: (New Spell)
Assay Spell Resistance: SpC p17
Backlash: SpC p23
Baleful Blink: PHB2p102
Bleakness: PHB2p104
Blight: CR1 p206
Blinding Breath: SpC p31
Blistering Radiance:SpC p33
BloodstarF: SpC p34
Burning Blood: SpC p40
Call of Stone: PHB2p105
Caustic Mire: Cm Mge p98
Charm Monster: CR1 p209
Compass Curse: SH p32
Condemned: R&R p59
Confusion: CR1 p212
Consumptive Field: SpC p51
Contagion: CR1 p213
Contagious Touch: SpC p52
Contingent Energy Resistance: SpC p52
Corporeal Instability: Transform SpC p53
Crushing Despair: CR1 p215
Crushing Grip: PHB2p109
Damning Darkness: BVD p89
Dancing Chains: BVD p90
Defenestrating SphereF: SpC p62
Dimensional Anchor: CR1 p221
Dispelling Screen: SpC p67
Distort Summons: BVD p92
Early Twilight: HoB p126
Enervation: CR1 p226
Fear: CR1 p229
Finger of Agony: Cm Mge p104
Freedom of Movement: CR1 p233
Geas, Lesser: CR1 p235
Giant Vermin: CR1 p235
Globe of Invulnerability, CR1 p236
Gluttony: R&R p77
Grim Revenge: (Undead component) BVD p97
Heart Ripper: SpC p111
Hell’s Power: BVD p97
Hypothermia: SpC p118
Horrid Sickness: Cm Mge p108
Know Vulnerabilities: SpC p129
Langour: SpC p130
Liquid Pain: BVD p98
Magic Fang, Superior: SpC p136
Magnetic Curse: (New Spell)
Make Manifest: SpC p137
Malevolent Whisper: (Vecna’s Malevolent Whisper) Cm Mge p122
Metal Melt: SpC p140
Miasma of Entropy: SpC p141
Moon Bolt: SpC p143
Murderous Mist: SpC p145
Necrotic DominationF: Lib Mort p68
Phantasmal Killer: Fearsome CR1 p260
Poison Vines: SpC p161
Poison: CR1 p262
Psychic Poison: BVD p101
Rainbow Pattern: CR1 p268
Ray Deflection: SpC p166
Ray of Deanimation: SpC p166
Rebuke, Greater: SpC p170
Rebuking Breath: Swift. Your SpC p170
Recitation: SpC p170
Reincarnate: CR1 p270
Remove Curse: CR1 p270
Remove Fatigue: BXD p105
Remove Resistance: R&R p100
Rusting Grasp: CR1 p273
Scramble Portal: SpC p181
Sensory Depravation: SpC p182
Shape Reef: SH p34
Sharptooth: SpC p187
Slashing Dispel: PHB2p125
Solid Fog: CR1 p281
Spell Enhancer: SpC p198
Spell Immunity: CR1 p282
Spell Vulnerability: SpC p200
Spike Stones: CR1 p288
Starvation: SpC p206
Stifle Spell: PHB2p126
Stop Heart: BVD p106
Strife: R&R p53
Stubborn Persistence: Spend a move action to always have 1 hit point for 1 round/ level. (Fiend, Soul or Undead component)(New Spell)
Sudden Stalagmite: SpC p213
Translocation Trick: SpC p222
Touch of Years: Cm Mge p120
Verminplague: R&R p124
Vortex of Teeth: SpC p232
Wall of Deadly Chains: BVD p108
Wall of Sand: SpC p234
Wall of Water: SpC p235
Water to PoisonM:Com Arc p129
Water’s Embrace: R&R p124
Wingbind: SpC p240
Wood Rot: SpC p241
Wrack: SpC p243

5th-level Cusith Spells
Baleful Polymorph: CR1 p202
Blight: CR1 p206
Blistering Radiance: SpC p33
Blood Creepers: PHB2p104
Breath Weapon Substitution: SpC p39
Charnel Fire: BVD p87
Cloudkill: CR1 p210
Command, Greater: CR1 p211
Condemnation: PHB2 p107
Contagion, Mass: SpC p51
Contingent Energy Resistance: SpC p52
Crawling Darkness: SpC p55
Creeping Darkness: Com Arc p102
Cryptwarden’s Grasp: Cm Mge p100
Curse of Ill-Fortune, Mass: SpC p56
Curtain of Darkness: R&R p61
Cyclonic Blast: SpC p57
Dimension Shuffle: PHB2p110
Dire Hunger: SpC p65
Dismissal: CR1 p222
Dispelling Breath: SpC p67
Discordant Malediction: Cm Mge p102
Dominate Person: CR1 p224
Doomtide: SpC p70
Doomwail: R&R p69
Duelward: SpC p74
Endless Slumber: Cm Mge p103
Ethereal Breath: SpC p84
False Sending: BVD p95
Feeblemind: CR1 p229
Fever Dream: Cm Mge p104
Fireward: SpC p94
Freeze Solid: (Freeze) SpC p99
Friend to Foe: PHB2 p114
Gutroot: R&R p80
Heartclutch: (Disease component) BVD p97
Hold Monster: CR1 p241
Imprison Possessor: BVD p98
Incite Riot: PHB2 p115
Incorporeal Nova: SpC p121
Inferno: SpC p123
Insect Plague: CR1 p244
Ironguard, Lesser: SpC p125
Jungle’s Rapture: SpC p128
Mana Flux: PHB2 p119
Memory Rot: SpC p140
Mind Fog: CR1 p253
Necrotic BurstF: Lib Mort p67
Nethergaze: R&R p95
Night’s Caress: SpC p147
Nightmare: CR1 p257
Pillar of Attraction/Repulsion: R&R p96
Prying Eyes: CR1 p266
Reciprocal Gyre: SpC p170
Refusal: SpC p171
ScryingF: CR1 p274
Shroud of Flame: SpC p189
Slay Living: CR1 p280
Spell Matrix, LesserF: SpC p199
Spell Resistance: CR1 p282
Sphere of Air: The SH p37
Spiritwall: SpC p203
Stunning Breath: SpC p211
True SeeingM: CR1 p296
Vulnerability: SpC p232
Wall of Dispel Magic: SpC p233
Wall of Ooze: BVD p109
Wall of Stone: CR1 p299
Waves of Fatigue: CR1 p301

6th-level Cusith Spells
Acid Fog, Aquatic: SH p31
Acid Fog: CR1 p196
Animate Objects: CR1 p199
Antilife Shell: CR1 p199
Antimagic Field: CR1 p200
Aura of Terror: SpC p18
Banishment: CR1 p203
Barghest’s FeastM:SpC p24
Blood Sirocco: SpC p33
Cat’s Grace, Mass: CR1 p208
Circle of DeathM: CR1 p213
Declaration of Death: R&R p65
Disintegrate: CR1 p222
Dispel Magic, Greater: CR1 p223
Dream Casting: SpC p73
Drown: SpC p74
Eagle’s Splendour, Mass: CR1 p225
Energy Immunity: SpC p80
Enveloping Cocoon: SpC p83
Extract Water Elemental: SpC p86
Eyebite: CR1 p228
Flesh to Stone: CR1 p232
Fleshshiver: SpC p95
Fox’s Cunning, Mass: CR1 p233
Freezing Fog: SpC p99
Geas/Quest: CR1 p234
Ghost Trap: SpC p103
Ghoul Gauntlet: SpC p104
Globe of Invulnerability: CR1 p236
Howling ChainF: SpC p116
Hungry Gizzard: SpC p117
Illusory Pit: SpC p120
Imperious Glare: SpC p120
Impotent Possessor: BVD p98
Karmic Retribution: Swift. Cm Mge p109
Make Manifest, Mass: SpC p137
Miasma: SpC p141
Mislead: CR1 p255
Necrotic EruptionF: Lib Mort p69
Ooze Puppet: SpC p150
Opalescent Glare: SpC p150
Overwhelm: PHB2p120
Owl’s Wisdom, Mass: CR1 p259
Pass the Years: R&R p95
Phantasmal Disorientation: SpC p155
Pox: BVD p101
Ray of Entropy: SpC p167
Ray of Light: SpC p167
Rejection: SpC p172
Repel Wood: CR1 p271
Repulsion: CR1 p271
Reverse Illusion: R&R p101
Sacrificial Heart: R&R p106
Sarcophagus of Stone: SpC p180
Shadow Smash: R&R p109
Shadowy Grappler: SpC p186
Slow, Greater: (New Spell)
Snare Astral Traveller: BVD p104
Spectral Touch: SpC p197
Spell Inhibitor: R&R p118
Spider Plague: SpC p201
Stone to Flesh: CR1 p285
Stonehold: SpC p209
Suggestion, Mass: As CR1 p285
Thunder Field: PHB2p126
Tunnel Swallow: SpC p225
Undeath to DeathM: CR1 p297
Wages of SinA: BXD p111
Wall of IronM: CR1 p299
Word of Recall: CR1 p303

7th-level Cusith Spells
Amber SarcophagusM: BXD p90
Animate Breath: Your SpC p11
Antimagic RayM: SpC p14
Avasculate: SpC p19
Awaken UndeadX: SpC p21
Bestow Curse, Greater: SpC p27
Blood to Water: SpC p33
Choking Cobwebs: Cm Mge p99
Consumptive Field, Greater: SpC p51
Creeping Doom: CR1 p215
Dagger Swarm: (Daggers of Vaul) R&R p61
DestructionF: CR1 p218
Dispelling Screen, Greater: SpC p67
Energy Absorbtion: Cm Mge p103
Energy Ebb: SpC p80
Energy Immunity: SpC p80
Ethereal Jaunt: CR1 p227
Evil Glare: SpC p85
Fiendish Clarity: BVD p95
Finger of Death: Kills one subject. CR1 p230
Freeze, Mass: (New Spell)
Freezing Curse: R&R p74
Glass Strike: SpC p106
Hiss of Sleep: SpC p114
Hold Person, Mass: CR1 p241
Ice Claw: SpC p118
Imprison Soul: BVD p98
Insanity: CR1 p244
IronguardF: SpC p125
Kiss of the VampireM: SpC p128
Necrotic Curse: Cm Mge p111
Necrotic TumorF: Lib Mort p69
Pestilence: (Disease or Cusith component) BVD p100
Plague: PHB2p121
Power Word Blind: CR1 p263
Prismatic Eye: SpC p161
Prismatic Spray:CR1 p264
Pulse of Hate: PHB2p122
Radiant Assault: SpC p164
Rain of RosesM: BXD p105
Rebuke, Final: SpC p170
Resonating Agony: Cm Mge p115
Retributive Enervation: Cm Mge p116
Reverse Gravity: CR1 p277
Righteous Glare: BXD p105
Scrying, Greater: CR1 p275
Sever: R&R p108
SimulacrumM X: CR1 p279
Slime Wave: SpC p192
Solipsism: SpC p194
Soulstrike: R&R p115
Spell MatrixF: SpC p199
Spell Resistance, Mass: As SpC p199
Spell Turning: CR1 p282
Stun Ray: SpC p211
Sunbeam: CR1 p289
Swamp Lung: SpC p216
Sword of Darkness: SpC p217
Symphonic NightmareM: SpC p218
Tomb of LightM: BXD p110
Transfix: SpC p222
Transmute Flesh to Shadow: R&R p121
Wall of Eyes: BVD p108
Waves of Exhaustion: CR1 p301
Whirlwind of Teeth: BVD p110
Withering Palm: SpC p241
Wretched Blight: BVD p110

8th-level Cusith Spells
Antipathy: CR1 p200
Avascular Mass: SpC p19
Befoul: BVD p85
BindingM:CR1 p204
Blackfire: SpC p29
Blackflame: R&R p53
Bodak Birth: BVD p86
Bodak’s GlareF: SpC p34
Chain Dispel: PHB2p105
Charm Monster, Mass: CR1 p209
Cloak of ChaosF: CR1 p210
Deadfall: SpC p59
Demand: CR1 p217
Dimensional Lock: CR1 p221
Field of Icy Razors[SUP]F[SUP]: SpC p90
Flensing: SpC p95
Ghostform: SpC p103
Gutwrench: (Undead or Cusith component) BVD p97
Heat Drain: SpC p112
Horrid Wilting: CR1 p242
Irresistible Dance: (Otto’s Irresistible Dance) CR1 p259
Last Judgement: BXD p102
Leech Field: R&R p88
Maddening Whispers: SpC p135
Maze: CR1 p252
Mysterious Redirection: Cm Mge p111
Necrotic EmpowermentF: Lib Mort p68
Polymorph Any Object: CR1 p263
Power Word Stun: CR1 p263
Prismatic Wall: CR1 p264
Protection from SpellsM F: CR1 p266
Prying Eyes, Greater: CR1 p267
Red Tide: SpC p170
Repel Metal or Stone: CR1 p271
Scintillating Pattern: CR1 p274
Shadow Storm: R&R p109
Shadow Twin: R&R p111
Spell Immunity, Greater: CR1 p282
Stunning Breath, Greater: SpC p211
Sunburst: CR1 p261
Trap the SoulM F: CR1 p295
Veil of Undeath: SpC p229
Wall of Greater Dispel Magic: SpC p234
Word of Power: All within twice reach take D6 damage/2 levels.(New Spell)
Wrathful Castigation: SpC p243

9th-level Cusith Spells
Absolute Zero: Freezes creatures or objects into solid ice, which may shatter. (New Spell)
Absorption: SpC p6
Awaken ConstructX: SpC p21
Black Blade of Disaster: SpC p29
Blinding GloryM: BXD p92
Bone Spirit: Gorbling spirit automatically inflicts D4 damage/level. (New Spell)
Breath Weapon Admixture: SpC p39
Cast in Stone: SpC p43
Despoil: BVD p92
Detonate: PHB2p109
Dominate Monster: CR1 p224
Drown, Mass: SpC p74
Energy Drain: CR1 p226
Enervating Breath: SpC p82
Eternal Darkness: Subject takes D8 shadow damage/level, my be blinded and deafened. (New Spell)
Freedom: CR1 p233
Grand Disjunction: (Mordenkainen’s Disjunction) CR1 p255
Hold Monster, Mass: CR1 p241
Implosion: CR1 p243
Imprisonment: CR1 p244
Incapacitate: R&R p85
Internal Fire: Com Arc p112
Magic Miasma: SpC p137
Maw of Chaos: SpC p140
Necrotic Termination[SUP]F X[SUP]: Lib Mort p69
Power Word Kill: CR1 p263
Prismatic Sphere: CR1 p264
Rain of Black TulipsM: BXD p104
Reality Maelstrom: SpC p168
Reaving Dispel: SpC p169
ShapechangeF: CR1 p277
Shatter Soul: R&R p112
Soul BindF: CR1 p281
Spell Matrix, Greater: SpC p199
Sphere of Ultimate Destruction: SpC p200
Spread of Savagery: BVD p105
SympathyM: CR1 p292
Time Stop: CR1 p294
Transmute Rock to Lava: SpC p222
True Domination: SpC p224
Tsunami: SpC p225
Two Minds: R&R p121
Unbinding: SpC p225
Utterdark: BVD p108
Vile DeathM X: SpC p229
Wail of the Banshee: CR1 p298
Weird: CR1 p301
Were-Doom: BVD p109

CR1 Player’s Handbook 3.5
CR1 v3 Player’s Handbook 3.0
SpC Spell Compendium
Spells Spells Document
Cm Adv Complete Adventurer
Cm Arc Complete Arcane
Cm Div Complete Divine
Cm War Complete Warrior
Cm Mge Complete Mage
Lib Mort Libris Mortis
BXD Book of Exalted Deeds
BVD Book of Vile Darkness
HoB Heroes of Battle
PHB2 Player’s Handbook 2
Plr Hbk Planar Handbook
R&R Relics and Rituals
MoF Magic of Faerun
SH Seafarer’s Handbook
MoP Manual of the Plains
D&D Deities and Demigods
Drac Draconomicon
A Abstinence component
F Focus component
M Material component of high GP value
S Sacrifice component
X XP component


We told you it was big...




1Since the OP, I have removed all multiclassing restrictions, rendering favoured class an irrelevance. Instead Common and Rare classes indicate the species preferences and the relevant bits of fluff text are now mostly just fluff. It's now more of a guideline for species flavour than a mechanical element.