D&D 3E/3.5 3.5 - Hybridizer PrC

Jon_Dahl

First Post
[FONT=&quot]Intro[/FONT][FONT=&quot]
“A wizard did it” is a reoccurring theme for quite a few monsters. However the creation of new monsters is poorly covered in the rules. Maybe a Wish or a Miracle would do, but generally creation of new monsters is often mentioned but not covered. This Prestige Class is done for two reasons: To give a solid reason how new monsters are created within the game mechanics and also to bring something new to the table. Now everyone can create new monsters in high-level games. “A wizard did it” is a decent reason for everything but now that wizard can also be a player character.[/FONT]

[FONT=&quot]Hit Die[/FONT][FONT=&quot]: 1d4[/FONT]

[FONT=&quot]Requirements[/FONT]
[FONT=&quot]To qualify to become a hybridizer, a character must fulfill all the following criteria.[/FONT]

[FONT=&quot]Skills[/FONT]
[FONT=&quot]Knowledge (arcana) 15 ranks, Knowledge (nature) 8 ranks, Craft (alchemy) 4 ranks, Heal 4 ranks, Profession (midwife) 2 ranks.[/FONT]

[FONT=&quot]Feats[/FONT]
[FONT=&quot]Spell Focus (transmutation), Greater Spell Focus (transmutation), Craft Wondrous Item. [/FONT]

[FONT=&quot]Languages[/FONT]
[FONT=&quot]Any four.[/FONT]

[FONT=&quot]Spells[/FONT]
[FONT=&quot]Ability to cast 2nd-level arcane spells from the transmutation school.[/FONT]

[FONT=&quot]Class Skills[/FONT]
[FONT=&quot]The hybridizer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (midwife) (Wis) and Spellcraft (Int).[/FONT]

[FONT=&quot]Skill Points at Each Level[/FONT]
[FONT=&quot]2 + Int modifier[/FONT]
[FONT=&quot]
tableod.jpg


Class Features[/FONT]


[FONT=&quot]All the following are Class Features of the hydridizer prestige class.[/FONT]

[FONT=&quot]Weapon and Armor Proficiency[/FONT]
[FONT=&quot]Archmages gain no proficiency with any weapon or armor.[/FONT]

[FONT=&quot]Spells per Day[/FONT]
[FONT=&quot]When a new hybridizer level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.[/FONT]

[FONT=&quot]If a character had more than one arcane spellcasting class before she became a hybridizer, she must decide to which class she adds each level of hybridizer for the purpose of determining spells per day.[/FONT]

[FONT=&quot]Arcane Breeding[/FONT]
[FONT=&quot]A hybridizer can help creatures to artificially breed. She requires an alchemist's laboratory, 100 gp worth of materials and a sample of blood from the aspiring father. Performing a ritual requiring 24 hours of uninterrupted magical research with an aspiring mother will successfully impregnate her with the father’s blood. Both creatures must be able to normally breed together.[/FONT]

[FONT=&quot]Monster Knowledge[/FONT]
[FONT=&quot]Starting from 2nd level a hybridizer can identify monsters even if she is untrained in that knowledge. She also adds +2 to all checks to identify monsters.[/FONT]

[FONT=&quot]Improved Arcane Breeding[/FONT]
[FONT=&quot]Same as Arcane Breeding, but race and sex are no longer factors. Size of the child is same of the mother and the newborn will be infertile. All other stats are up to DM.[/FONT]

[FONT=&quot]Bonus Elixir of Love[/FONT]
[FONT=&quot]A hybridizer more or less accidently creates one elixir of love (cost-free), even if she doesn’t meet the requirements.[/FONT]

[FONT=&quot]Create Life[/FONT]
[FONT=&quot]A hybridizer can create new creatures. She requires a special version of an alchemist's laboratory which costs at least 4000 gp.[/FONT]
[FONT=&quot]The CR of the new creature is maximum one third of caster level (rounded down).[/FONT]

[FONT=&quot]Creation of is the same as creating a wondrous item. A creature is a use-activated or continuous “item” requiring CL 3rd. Spell level is the same as creatures CR. If the creature is infertile, the price is halved.[/FONT]
 

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This is a great start, You should get together with @RUMBLETiGER
For Serious. I'm currently trying to figure out the Battletitan Dinosaur (MMIII p.38) and would need something like this. Not to mention I've been all over the books trying to figure out how a PC can get the winged template onto a Rust Monster.
I'm terrible at helping figure Homebrew balance and such, so I can't tell you if this class is any good, but I can tell you I want it!!
 

For Serious. I'm currently trying to figure out the Battletitan Dinosaur (MMIII p.38) and would need something like this. Not to mention I've been all over the books trying to figure out how a PC can get the winged template onto a Rust Monster.
I'm terrible at helping figure Homebrew balance and such, so I can't tell you if this class is any good, but I can tell you I want it!!

Although I'm loathe to mention it, Savage Species (page 137-138) outlines the "Winged Creature" template, which more or less specifically adds wings to any creature that does not usually have them with an LA of 2. If I recall, maneuverability for a 17 Dex (standard Rust Monster) is Perfect, with fly speed equal to it's move speed plus 20 feet.
Typically the template only applies to animal, giant, humanoid, monstrous humanoid, and vermin; as the DM and the creator of this monster, you should feel free to change that limitation if it fits your adventure.
 

I thnk the max CR for the capstone ability is too low, maybe try 2/3 of caster level.

Also, the improved breeding should eliminate the need that they normally be able to breed.

I would add Handle Monster as a class skill. It is the same as Handle Animal, but applies to monsters - but ONLY those monsters you breed / create yourself (otherwise it would be broken beyond belief of course).

On the flip side, I would make the first PrC level one where you do NOT gain a caster level (similar to Eldritch Knight) just so that you are giving something up for these extra abilities. Fluff it like you have to spend that level learning about breeding and handling, rather than learning more spells.
 
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Although I'm loathe to mention it, Savage Species (page 137-138) outlines the "Winged Creature" template, which more or less specifically adds wings to any creature that does not usually have them with an LA of 2. If I recall, maneuverability for a 17 Dex (standard Rust Monster) is Perfect, with fly speed equal to it's move speed plus 20 feet.
Typically the template only applies to animal, giant, humanoid, monstrous humanoid, and vermin; as the DM and the creator of this monster, you should feel free to change that limitation if it fits your adventure.
My wrestling with templates is how a PC in-game could apply a template, either to a creature directly, or breeding it into future generations.
As a DM, there is the freedom to add or modify whatever, whenever, for as thought out and explained a reason as you feel like thinking and explaining. "I wizard did it, some time ago" is the generic explanation that doesn't require explaining.
But as a PC, in a game that is run by someone else, I want to equip players with ways to say "My Character wants to do THIS, and here's the rules on how it's possible, in detail" to present to the DM so the player isn't way off in left field.
What I like about this PrC is that it's attempting to provide a clear, mechanical explanation for how to pull off something. I can dig that.
 

I know your PrC goes beyond this feat but on this webpage

3.5e Item Creation Feats - D&D Wiki

there is a feat called "create wondrous creature" that does what this PrC intends... you can create ANY type of monster even make your own up (with a CR max of course). I was always bother by this aspect of the game as well(the how did funky creatures get made; although one word is needed EPIC SPELLS) and I LOVED it when I found this feat (I think it is alittle broken but...).


This feat could give you ideas to a balacned CR Max... although 1/3 caster level is too low for sure...
 
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I know your PrC goes beyond this feat but on this webpage

3.5e Item Creation Feats - D&D Wiki

there is a feat called "create wondrous creature" that does what this PrC intends... you can create ANY type of monster even make your own up (with a CR max of course). I was always bother by this aspect of the game as well(the how did funky creatures get made; although one word is needed EPIC SPELLS) and I LOVED it when I found this feat (I think it is alittle broken but...).


This feat could give you ideas to a balacned CR Max... although 1/3 caster level is to low for sure...

I agree on all points - broken as a feat, but some good mechanics and fluff that could be "borrowed."
 

I know your PrC goes beyond this feat but on this webpage

3.5e Item Creation Feats - D&D Wiki

there is a feat called "create wondrous creature" that does what this PrC intends... you can create ANY type of monster even make your own up (with a CR max of course). I was always bother by this aspect of the game as well(the how did funky creatures get made; although one word is needed EPIC SPELLS) and I LOVED it when I found this feat (I think it is alittle broken but...).


This feat could give you ideas to a balacned CR Max... although 1/3 caster level is too low for sure...
This is amazing, is this in any official D&D publications, or is this created online?
 


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