Hello, me and my Friends wanted to start a new D&D Game starting on one World but later Jumping trough Sigil and the Planes. I wanted to play an Arcanaloth but a real young one, under Level 5, as we want start low level. I searched a lot of sites but did not find an leveling Scheme from Level 1-20 for them, at least not as an regular Race and Class.
So I tried to build something myself, but as I have never done such a thing before, as I am normally only playing and I am no developer, perhaps someone can help me please with balancing it, as it should give the feeling of an Arcanaloth but also being balanced against other Player Characters.
Here you Go:
Born Arcanaloth
You look like an Anthromorphic Jackal, Fox or comparable Species.
You are the Child of two Arcanaloths or Ultroloths, raised by your Mother which taught you how to be as cruel, evil and manipulative as her. Otherwise, you were set out as a small child, either in the Wild or in a City, forced to survive on your own, to show that you deserve the power running through your Veins.
Race-Mod: INT +4, WIS +2
Medium: Arcanaloth are medium sized Creatures
Type: Monstrous Humanoid
Natural Weapons: Two Claw Attacks 1w4 and also one Bite 1w6
Natural Armor: +3
Senses: She gets Low-Light-Vision and Darkvision with an Range of 60 Feet.
Languages: Common, Yugoloth + any it gets as INT-Bonus.
Telepathy: Can speak telepathically with every Creature in 100 feet Radius that she can Understand
Alignment: Normally Neutral Evil, could be different depending how she grew up but if she deviates too much she will not be capable to touch into her racial heritage.
Preferred Class: Arcanaloth
Arcanaloth
Race: Must be a born Arcanaloth
Alignment: Any Evil, normally Neutral Evil, as Arcanaloths are never good and detest the Impurity of Law and Chaos, because they are representing pure untainted evil.
Special: She must start with this Class on Level 1 and cannot Multiclass till she reaches Level 20.
Class Skills: Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Arcana, Planes), Listen, Profession (Scribe), Search, Sense Motive, Spellcraft, Spot.
Hit-Die: See Table. This are the TOTAL Hit-Die you posses on that Level, not the ones you get.
Skills: 4+INT
Weapons & Armor: An Arcanaloth is proficient with all simple and martial Weapons. She is not proficient with any Armor or Shields. If she wears Armor she gets a spell failure Chance exactly like Sorcerer/Wizards
Level ----HitDie-----BAB ----------Fort/Reflex/Will -------- Special
1 ----------- 1d8 ------ +1 ---------------- +2 -------------------- Arkanist // Mind of the Tower
2 ----------- 2d8 ------ +2 ---------------- +3
3 ----------- 3d8 ------ +3 ---------------- +3 -------------------- Claws of Ghenna // Arcana-Spells
4 ----------- 4d8 ------ +4 ---------------- +4
5 ----------- 4d8 ------ +4 ---------------- +4 -------------------- Ironfur //Arcana-Spells
6 ----------- 5d8 ------ +5 ---------------- +5
7 ----------- 5d8 ------ +5 ---------------- +5 -------------------- Surge // Arcana-Spells
8 ----------- 6d8 ------ +6/+1 ------------ +6
9 ----------- 6d8 ------ +6/+1 ------------ +6 -------------------- SR // Arcana-Spells
10 ---------- 7d8 ------ +7/+2 ------------ +7 ------------------- Ironfur
11 ---------- 7d8 ------ +7/+2 ------------ +7 -------------------- Arcana-Spells
12 ---------- 8d8 ------ +8/+3 ------------ +8
13 ---------- 8d8 ------ +8/+3 ------------ +8 -------------------- Surge // Arcana-Spells
14 ---------- 9d8 ------ +9/+4 ------------ +9
15 ---------- 9d8 ------ +9/+4 ------------ +9 -------------------- Ironfur // Armor Mercenary // Arcana-Spells
16 ---------- 10d8 ----- +10/+5 ---------- +10
17 ---------- 10d8 ----- +10/+5 ---------- +10 -------------------- Arcana-Spells
18 ---------- 11d8 ----- +11/+6/+1 ------ +11
19 ---------- 11d8 ----- +11/+6/+1 ------ +11 -------------------- Surge // Hand of the Wastes
20 ---------- 12d8 ----- +12/+7/+2 ------ +12 -------------------- Ironfur // Force of Ghenna
Arkanist: All Arcanaloths are very talented Sorcerers OR Wizards. You make that Choice at First Level and can not Change it later. Your Sorcerer/Wizard Level is identical to your Base Attack Bonus, but only with this Class. BABs from other classes DONT count. You get a Casterlevel, Spells per Day and Spells known as your Chosen Class would get on that Casterlevel. Should you later Choose to multiclass in the Casterclass you have chosen at first Level, both Classes stack.
Mind of the Tower: Beginning with Level 1 her Mind starts to synchronize with the racial Memory of the Arcanaloths, giving her an +3 Misc Bonus on all Class Skills if she has at least 1 Rank in that Skill.
Arcana-spells: She can use the Following Spells as spellike Abilities at her full Caster-Level.
With Level 3 she can use magic missile 1/Day as spelllike Ability.
With Level 5 she can use Darkness 1/Day and Invisibility (self only) 1/Day as spelllike Ability.
With Level 7 she can use Fly 1/Day and Major Image 1/Day as spelllike Ability.
With Level 9 she can use Fear 1/Day as spelllike Ability.
With Level 11 she can use Telekinesis 1/Day as spelllike Ability.
With Level 13 she can use Warp Wood 1/Day and Heat Metal 1/Day as spelllike Ability
With level 15 her use of Fly changes from 1/day to at Will.
With Level 17 she can use Shapechange (Small and Medium sized / Humanoids & Animals / self only) 1/Day as spelllike Ability.
Claws of Ghenna: Beginning with Level 3 her Claws are at Will coated in Poison. This poison has an Fortitude save DC of 10+(HD/2). The initial and secondary Damage is -1 STR
Ironfur: With rising Level the Body of an Arcanaloth gets harder to damage than before as her muscles and internal Organs get more resistant and more easily absorb damage. Because of this her natural armor rises on Level 5 from 3 to 6.
On Level 10 the natural armor rises again from 6 to 9
On Level 15 it rises from 9 to 12
On Level 20 it rises vom 12 to 15
Surge: On Level 7, 13 an 19 more and more Essence of Ghenna fuses with her Body, Mind and Soul, giving her +2 DEX, INT, WIS and CHA.
Spell Resistance: Beginning with Level 9 an Arcanaloth gets HD+5 Spell Resistance. She also is now immune against mind-affecting spells. She can now speak with every Creature that has a language, as her mind finally synchronizes with the Tower of the Arcanaloths on Ghenna.
Armor of the Mercenary: At Level 15 her Connection to Ghenna hardens and so her Body, her flesh and fur is soft as always but if an attack hits her, it hardens shortly before impact, even if she is flat-footed and completely unaware of the Attack, giving her Damage Resistance 15/Good.
Hand of the Wastes: With Level 19 her spelllike Abilities are now working as those of a real Arcanaloth, she can now use all spelllike Abilities she got from this Class, at Will.
Force of Ghenna: With Level 20 she finally becomes a real Arcanaloth and Yugoloth, with this she gets Immunity to poison, acid and cold, fire resistance 10 and electricity resistance 10. Her type changes to Outsider as her Body, Mind and Soul finally fuse together to form one Unit. She can now summon 1/Day other Yugoloths, with an 40% success Rate.
So I tried to build something myself, but as I have never done such a thing before, as I am normally only playing and I am no developer, perhaps someone can help me please with balancing it, as it should give the feeling of an Arcanaloth but also being balanced against other Player Characters.
Here you Go:
Born Arcanaloth
You look like an Anthromorphic Jackal, Fox or comparable Species.
You are the Child of two Arcanaloths or Ultroloths, raised by your Mother which taught you how to be as cruel, evil and manipulative as her. Otherwise, you were set out as a small child, either in the Wild or in a City, forced to survive on your own, to show that you deserve the power running through your Veins.
Race-Mod: INT +4, WIS +2
Medium: Arcanaloth are medium sized Creatures
Type: Monstrous Humanoid
Natural Weapons: Two Claw Attacks 1w4 and also one Bite 1w6
Natural Armor: +3
Senses: She gets Low-Light-Vision and Darkvision with an Range of 60 Feet.
Languages: Common, Yugoloth + any it gets as INT-Bonus.
Telepathy: Can speak telepathically with every Creature in 100 feet Radius that she can Understand
Alignment: Normally Neutral Evil, could be different depending how she grew up but if she deviates too much she will not be capable to touch into her racial heritage.
Preferred Class: Arcanaloth
Arcanaloth
Race: Must be a born Arcanaloth
Alignment: Any Evil, normally Neutral Evil, as Arcanaloths are never good and detest the Impurity of Law and Chaos, because they are representing pure untainted evil.
Special: She must start with this Class on Level 1 and cannot Multiclass till she reaches Level 20.
Class Skills: Bluff, Concentration, Diplomacy, Gather Information, Intimidate, Knowledge (Arcana, Planes), Listen, Profession (Scribe), Search, Sense Motive, Spellcraft, Spot.
Hit-Die: See Table. This are the TOTAL Hit-Die you posses on that Level, not the ones you get.
Skills: 4+INT
Weapons & Armor: An Arcanaloth is proficient with all simple and martial Weapons. She is not proficient with any Armor or Shields. If she wears Armor she gets a spell failure Chance exactly like Sorcerer/Wizards
Level ----HitDie-----BAB ----------Fort/Reflex/Will -------- Special
1 ----------- 1d8 ------ +1 ---------------- +2 -------------------- Arkanist // Mind of the Tower
2 ----------- 2d8 ------ +2 ---------------- +3
3 ----------- 3d8 ------ +3 ---------------- +3 -------------------- Claws of Ghenna // Arcana-Spells
4 ----------- 4d8 ------ +4 ---------------- +4
5 ----------- 4d8 ------ +4 ---------------- +4 -------------------- Ironfur //Arcana-Spells
6 ----------- 5d8 ------ +5 ---------------- +5
7 ----------- 5d8 ------ +5 ---------------- +5 -------------------- Surge // Arcana-Spells
8 ----------- 6d8 ------ +6/+1 ------------ +6
9 ----------- 6d8 ------ +6/+1 ------------ +6 -------------------- SR // Arcana-Spells
10 ---------- 7d8 ------ +7/+2 ------------ +7 ------------------- Ironfur
11 ---------- 7d8 ------ +7/+2 ------------ +7 -------------------- Arcana-Spells
12 ---------- 8d8 ------ +8/+3 ------------ +8
13 ---------- 8d8 ------ +8/+3 ------------ +8 -------------------- Surge // Arcana-Spells
14 ---------- 9d8 ------ +9/+4 ------------ +9
15 ---------- 9d8 ------ +9/+4 ------------ +9 -------------------- Ironfur // Armor Mercenary // Arcana-Spells
16 ---------- 10d8 ----- +10/+5 ---------- +10
17 ---------- 10d8 ----- +10/+5 ---------- +10 -------------------- Arcana-Spells
18 ---------- 11d8 ----- +11/+6/+1 ------ +11
19 ---------- 11d8 ----- +11/+6/+1 ------ +11 -------------------- Surge // Hand of the Wastes
20 ---------- 12d8 ----- +12/+7/+2 ------ +12 -------------------- Ironfur // Force of Ghenna
Arkanist: All Arcanaloths are very talented Sorcerers OR Wizards. You make that Choice at First Level and can not Change it later. Your Sorcerer/Wizard Level is identical to your Base Attack Bonus, but only with this Class. BABs from other classes DONT count. You get a Casterlevel, Spells per Day and Spells known as your Chosen Class would get on that Casterlevel. Should you later Choose to multiclass in the Casterclass you have chosen at first Level, both Classes stack.
Mind of the Tower: Beginning with Level 1 her Mind starts to synchronize with the racial Memory of the Arcanaloths, giving her an +3 Misc Bonus on all Class Skills if she has at least 1 Rank in that Skill.
Arcana-spells: She can use the Following Spells as spellike Abilities at her full Caster-Level.
With Level 3 she can use magic missile 1/Day as spelllike Ability.
With Level 5 she can use Darkness 1/Day and Invisibility (self only) 1/Day as spelllike Ability.
With Level 7 she can use Fly 1/Day and Major Image 1/Day as spelllike Ability.
With Level 9 she can use Fear 1/Day as spelllike Ability.
With Level 11 she can use Telekinesis 1/Day as spelllike Ability.
With Level 13 she can use Warp Wood 1/Day and Heat Metal 1/Day as spelllike Ability
With level 15 her use of Fly changes from 1/day to at Will.
With Level 17 she can use Shapechange (Small and Medium sized / Humanoids & Animals / self only) 1/Day as spelllike Ability.
Claws of Ghenna: Beginning with Level 3 her Claws are at Will coated in Poison. This poison has an Fortitude save DC of 10+(HD/2). The initial and secondary Damage is -1 STR
Ironfur: With rising Level the Body of an Arcanaloth gets harder to damage than before as her muscles and internal Organs get more resistant and more easily absorb damage. Because of this her natural armor rises on Level 5 from 3 to 6.
On Level 10 the natural armor rises again from 6 to 9
On Level 15 it rises from 9 to 12
On Level 20 it rises vom 12 to 15
Surge: On Level 7, 13 an 19 more and more Essence of Ghenna fuses with her Body, Mind and Soul, giving her +2 DEX, INT, WIS and CHA.
Spell Resistance: Beginning with Level 9 an Arcanaloth gets HD+5 Spell Resistance. She also is now immune against mind-affecting spells. She can now speak with every Creature that has a language, as her mind finally synchronizes with the Tower of the Arcanaloths on Ghenna.
Armor of the Mercenary: At Level 15 her Connection to Ghenna hardens and so her Body, her flesh and fur is soft as always but if an attack hits her, it hardens shortly before impact, even if she is flat-footed and completely unaware of the Attack, giving her Damage Resistance 15/Good.
Hand of the Wastes: With Level 19 her spelllike Abilities are now working as those of a real Arcanaloth, she can now use all spelllike Abilities she got from this Class, at Will.
Force of Ghenna: With Level 20 she finally becomes a real Arcanaloth and Yugoloth, with this she gets Immunity to poison, acid and cold, fire resistance 10 and electricity resistance 10. Her type changes to Outsider as her Body, Mind and Soul finally fuse together to form one Unit. She can now summon 1/Day other Yugoloths, with an 40% success Rate.
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