Nosferatu (prestige class) ??

responses...

First of all between the two prestige classes, the nosferatu was easiest as all the vampire tropes offered many options for weaknesses and powers, the loup garou is way too powerful, and I should have kept it more balanced as the nosferatu is...

Suggestions:

Nosferatu (prestige class)
I would swap Hide in Plain Sight @ 3rd with Fast Crawl @ 6th.
I believe HiPS is too powerful for 3rd level. And FC feels weak for 6th.

I would remove:
Nosferatu must 'sleep' for 8 consecutive hours [within a coffin] or other close contained area every 24 hours.
I do agree that a hibernation cycle is necessary, but I would steer away from cliche' vampire elements and forge ahead in a unique way.

The FC and Hide in Plain Sight should be switched I agree.

Regarding the hibernation cycle, perhaps I should avoid tomb/coffin tropes and allow nosferatu to sleep in proper beds, in proper residences or within an adventurer's campsite, and 'blend' into a party of living fellow members. This would also mean removing the Tomb Bound class feature with something altogether different.

I think 8 hours a day better fits into society, thus makes an easier cycle to play, should one become a nosferatu adventurer.

Perhaps as the nosferatu levels up, it requires longer periods of hibernation, such as hibernation is 8 hours +1 hour per level attained, thus a 10th level nosferatu master must sleep for 18 hours each 24 hour period, and limited to 6 waking hours per 24 hour period. (I think I prefer working within 24 hour periods vs. longer ones as suggested above.) Perhaps this is the job for a nosferatu's minions - protecting the master as she hibernates, in addition to normal assigned duties.

I like your ideas about CON drain from lack of feeding, but it feels like it needs polish or something is missing from the equation. Are Nosferatu true immortals? Establishing this fact may alter how this system plays out. I will flesh one out and play around with it a bit and see if I get inspired.

Perhaps unlike true vampires, nosferatu are not immortal, but can 'live' extensive periods, perhaps 1,000 years, but suffer some type of aging effect, perhaps requiring longer periods of sleep. Maybe 1,000 years is too long...

Other changes I want to make. Children of the Night, while this ability so truly follows vampire lore, I've never really understood it how an undead could have some powers over living animals. Summoning their nosferatu minions is understandable and should belong to the master as an ability, but summoning beasts need to be replaced I think - need to get away from the tropes.

Perhaps some kind of leap or pounce ability to trade with Children of the Night. And/or perhaps a burrow through earth movement?

I think I'll change the name of Fast Movement to Uncanny Movement, fits better.

Loup Garou (prestige class)
I would introduce the DR/silver a little later in the progression, either 2nd or 3rd level. At the early stages of the PrC, there is still a chance to get healed. Maybe use the DR/silver at one of the stages when it becomes more difficult to remove the lycanthropy? My first reaction to the DR10/silver at the Pack Master stage is that it's too high. Hard to tell at this point, but that's my initial thoughts...

Funny, before I type in the list for DR, the actual progression was DR +1/silver every two levels so that it topped out at DR 5/silver (I should have stuck with my first instincts.)

There doesn't seem to be many hindrances or weaknesses to balance out his MASSIVE power curve. I'd add some.

I agree, that's why I alluded in my Loup Garou post, I thought this PrC was more 'iffy'. Somehow I wanted to grant the Loup Garou enhanced werewolf powers, and that's the wrong way to go. The nosferatu is in many ways a weaker vampire, thus a loup garou should be a weaker werewolf. The problem here is that the base 'werewolf' in the Bestiary is not all that tough. I see a werewolf as something scarier. But then I'm letting 'feelings' getting in the way of logic and balance.

I will definitely create some weaknesses to balance it out, and lower the power expectations to a degree.

Perhaps, in wolf form, he MUST feed at least once per cycle. The individual's control over who gets eaten might be determined by the maturity level of the beast. 1-2 = First come, first serve; 3-4 = Allow feeding at later half of cycle. Drive becomes more intense as time passes; 5-9 = Feed anytime during cycle; 10 = Skip feeding upto 1d4 cycles.

I like this.

Another hindrance/weakness idea:
The Loup Garou emits an unnatural pheromone, even when unchanged. As a result, any creature with the Scent ability might detect that there is something wrong about him as a result of a bonus to perceive.

Dogs will always hate this guy in whatever form!

Perhaps the pheremone is so strong, it can be easily detected by humanoids as well, which force loup garou to live apart from humanity in the wilderness reaches as appropriate for legendary werewolves. Perhaps as it levels up this pheremone could be masked at least from humanoid detection, the beings with scent can always detect a loup garou.

I think I'll pull the large hybrid and dire wolf base, and tone down some of those granted feats, both less feats and less powerful feats (I was looking at the granted feats of Dire wolves in my PrC feat selection.)

Another thought is limiting the Loup Garou to hybrid form only, and not animal base form, as both a weakness (not being to infiltrate as a normal animal) and a further difference from standard werewolves.

Final point, I'm thinking of limiting my original huge cast of new monster prestige classes to three, with rules of doing so, but I'm not sure what I should do. Undead and lycanthropes fit best, as these intended horror prestige classes are afflictions acquired by normal PCs who begin in another base class into a forced transformation.

What should my third monster prestige class be? Here's one idea...

Tainted - someone slowly acquiring devil traits, from the signing of a contract with a diabolic outsider, gaining 1 - 5 DR/good, gains knowledge skill focuses, a few spell-likes. Rather than follow the nosferatu's 10 weaknesses and subtract one each level, the tainted gain a set of devil-like features at each level up until a fully devil form at 10th level.

Because this one is a chosen PrC rather than an afflicted one this one has requirements: must be lawful evil, must be a spell caster of at least 5th level, must have 8 ranks in Knowledge (planes), 4 ranks in both Knowledge (arcana) and Knowledge (religion)

Tainted physical attributes include a gradual skin color change to red, green, blue or black (PC choice), curling ram-like horns on forehead, smells of sulpher and brimstone, feet change hooves and lower legs resemble a goats limbs, a tail (cannot be used to grasp or attack with), fangs, aura of evil, thunderous voice and laughter.

You'll notice this devil resembles the typical European faustian devil, and though a trope, one that isn't used much in D&D devil description.

Thoughts?

GP
 

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At quick glance, I like what you've done. These are fun classes and once you get the things worked out as you've mentioned they'll be even better, I'm sure.

gamerprinter said:
What should my third monster prestige class be?

Well, the classic third in the trio is Frankenstein. How about an intelligent flesh golem? (They are even mentioned in the Bestiary).
 

At quick glance, I like what you've done. These are fun classes and once you get the things worked out as you've mentioned they'll be even better, I'm sure.



Well, the classic third in the trio is Frankenstein. How about an intelligent flesh golem? (They are even mentioned in the Bestiary).

I actually considered that. I even started posting a statted version of an intelligent golem, but couldn't come up with enough feature/weaknesses, but its still possible I will do that - strange how so many point to my same thinking...

Thanks for the idea and comments!

GP
 


Draft 2... nosferatu and loup garou

Nosferatu (prestige class)

The nosferatu is an intelligent undead humanoid with many properties similar to a vampire, though not as powerful nor as weak. A nosferatu is a blood drinker that feeds with a fanged bite causing 1 - 3 point of CON damage per attack in addition to minor fang damage gaining a temporary 1 CON point. A nosferatu loses 1 point of CON per day. A nosferatu cannot drain life energy nor cause ability drain, only ability damage. A nosferatu is not harmed by sunlight though suffers from lightblindness as a weakness. Nosferatu live in urban humanoid areas.

Requirements:
Must be a living, corporeal humanoid with a minimum of 5 class levels, or is killed through total CON damage under attack by a master nosferatu.

HD: d8, Saves: good reflex, 2+INT modifier in skills, same skills as in life.
Traits: undead traits and immunities.

1st: Darkvision 60', Fangs (1d2 damage), gains 10 Nosferatu weaknesses
2nd: Hypnotism (Sp) at will, subtract 1 weakness
3rd: Fast Crawl, subtract 1 weakness
4th: Climb Walls, Sharp Fangs (1d4 damage), subtract 1 weakness
5th: Burrow through earth 20', subtract 1 weakness
6th: Hide in Plain Sight, Blindsense, subtract 1 weakness
7th: Hold Person (Sp) as spell x half nosferatu levels in uses, subtract 1 weakness
8th: Uncanny Movement, Savage Fangs (1d6 damage), subtract 1 weakness
9th: Gaseous Form, subtract 1 weakness
10th: Add +2 to Str, Dex or Int, Master Nosferatu, subtract 1 weakness

Nosferatu Weaknesses: Garlic Allergen (-2 attacks and checks), holy water (causes 1d4 damage), impalement (causes paralyzation), light blindness (blinded for 1st round in sunlight and light sensitivity thereafter, -2 attacks and checks), no reflection, repulsed by holy symbols, shadowless, sunburn, scent of death (creatures with scent react negatively to nosferatu), water immersion (if held underwater nosferatu loses 1 CON per round until destroyed). Also if Light Blindness is removed, the nosferatu is still subject to light sensitivity. Nosferatu must 'sleep' for 8 consequetive hours within a coffin or other close contained area every 24 hours.

At each level up a nosferatu can remove any one weakness of choice, but can never remove water immersion.

Climb Walls - as per Spider Climb spell, x half nosferatu levels per day.

Fast Crawl - double normal movement rate, if on all fours.

Uncanny Movement - within the range of normal movement rate (walking) may move 10 x its normal speed for any one action.

Master Nosferatu - at 10th level a nosferatu has power to control the victims he has converted to nosferatu form after damaging them of all their CON. He is able to summon them at will, though they must walk/run/fly to make their appearance and does not magically, instantly appear and arrive in 1d8 rounds. He can command them as per spell, and they have no save or resistance. These nosferatu minions cannot willfully harm their master, nor reveal information, weaknesses or whereabouts to third parties.

While nosferatu minions can eventually be masters themselves, while their own master still exists, they are still subject to summons and protections to their master. Thus a hierarchy of nosferatu clan generations could ultimately exist, though maintaining aninimoty and limited food supplies, forces secondary master-minion hierarchies to relocate to other humanoid communities.

A nosferatu cannot possess more CON points then they had in life and lose 1 CON per 24 hour period. At zero CON a nosferatu has 1 hour to cause a CON damage or will be destroyed. When first converted to Nosferatu, upon awakening from coffin, a minions has zero CON and must cause 1 point of CON in the first hour or is destroyed. Usually the first attacks have the intent of causing full CON damage to gain as much as its original CON score in life, thus may attack more than one victim. Only a master nosferatu can create nosferatu minions, all victims killed by lesser nosferatu are just dead. Once full CON is achieved, then victims can be attacked without killing them at 1 CON damage a day for perpetual survival or allows several days to pass without attacks then damages for longer periods to gain full CON.

Normally a single attack causes 1 CON damage, however, if victim is grappled, held or otherwise immobile, the nosferatu can cause 1 CON damage per round of blood drinking. A nosferatu can only drink sentient humanoid blood, animals and non-humanoids provide no nourishment.

Loup Garou (prestige class)

Requirements: medium sized humanoid of at least 5th level of experience, and failed a Fort DC 15 to negate the bite of a pack master loup garou and conferred the curse of lycanthropy.

HD: d10, BAB: Fighter, Saves: Good Fort, 2 + Int modifier for skills, bonus skills: climb, intimidate, perception.

1st: Change Shape (as afflicted), Favored Terrain (forest), Low Light Vision, Pheremone, Scent, -4 CHR; when in hybrid form +2 STR and +2 CON, att: 2 claw 1d3, bite 1d4, Savage Feeding
2nd: DR 1/silver, Track by Scent (+5 bonus to survival checks for tracking)
3rd: Delay Feeding, Favored Terrain (swamp), Woodland Stride
4th: DR 2/silver, Savage Attack: 2 claw 1d6, bite 1d8
5th: Control Feeding, Mask Pheremone, Alignment Shift, Reduced Recovery,
6th: DR 3/sliver, Howl of Dismay (-2 morale penalty attack, checks and saves)
7th: Alignment Shift, +20 movement rate
8th: DR 4/silver, Mauling Attack: 2 claws 1d8, bite 1d10
9th: Alignment Shift, Fast Change Shape
10th: Abate Feeding, DR 5/silver, Pack Master

Change Shape (Su) - as per afflicted lycanthrope in Pathfinder Bestiary, Lycanthrope, page 196, however loup garou can only assume the hybrid form and not the animal base form as a standard werewolf.

Pheremone - in all its forms a loup garou projects a strong musky pheremone, that can be noticed by humanoids within a 10' distance, and by all beings with scent up to 60' distance and grants a -4 CHR modifier. The strong odor usually forces the loup garou to live apart from humanity, in wilderness forest or swamp.

Savage Feeding - once per lunar cycle, when in hybrid form, a loup garou must kill and feed on first humanoid prey, immediately on sight.

Delay Feeding - during the lunar cycle, when in hybrid form, a loup garou may delay a feeding attack by a single day if she succeeds a Will check, she may continue to attempt to dealy feeding, but suffers a -2 penalty to her check, cumulatively each successive day.

Control Feeding - when in hybrid form, a loup garou may feed at any time during the lunar cycle as she chooses.

Mask Pheremone - a loup garou can suppress its pheremone odor so that humanoids can no longer detect it, her CHR penalty is reduced to -2, however any creature with scent can still detect something is wrong and react agressively.

Alignment Shift - from 1st through 4th level afflicted Loup Garou character retains her alignment while in humanoid form, though is Chaotic Evil in hybrid form and base animal form (wolf). At 5th the character's alignment shifts one space towards chaotic evil (lawful good shifts to neutral good or neutral good to neutral, for example). At 7th and 9th levels alignments occur once more, though may achieve chaotic evil alignment before the next shift which is the final alignment at 9th level.

Reduced Recovery - if attempted to drink a dose of Wolfsbane to grant a new FORT save to recover from afflicted lycanthropy (Pathfinder Bestiary, Lycanthrope, page 196) gains a +5 bonus to save.

Fast Change Shape - as per natural lycanthrope, change shape as a move action.

Abate Feeding - a 10th level loup garou may skip lunar cycle feedings up to 1d4 cycles

Pack Master - a 10th level Loup Garou can confer Curse of Lycanthropy to those she bites if they fail a Fort DC 15 to negate. The pack master leads a pack of her lycanthropic afflicted subordinates. She gains Howl of Changing, that forces all lycanthropes to shapechange if within hearing distance. Once Pack Master is achieved, drinking a dose of wolfsbane nolonger grants a new FORT check to recover from lycanthropy.

1st - 4th level is the best time to attempt to recover from lycanthropy, 5th to 9th a new FORT check can be granted with a penalty, however alignment shifts are permanent, a pack master is a permanent lycanthrope.

Critiques and comments?

GP
 
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Awakened Flesh (prestige class)

Here's the next challenge, my take on Frankenstein's Monster, taking the cue from Glasseye, I went to the Bestiary, page 160... "Although most flesh golems are mindless, there persistent rumors of unusual golems who somehow retain the memories of a previous life. The head (and thus brain) of such flesh golems must be just the right combination of fresh and (in its previous life) strong-willed..." so it can follow RAW. Its rather badass, so I intend to tone it down a bit, getting its full flesh golem stats at 10th level.

Now this flesh golem should be like my loup garou in having a limited DR (adamantine), that improves every other level to DR 5/adamantine at 10th level.

Awakened Flesh (prestige class)

Requirements: a recently killed (within 24 hours) corporeal, sentient humanoid of at least 5th level experience, whose head and brain has been successfully attached to a flesh golem construct, succeeds on a Will DC 15 upon golem activation via an elemental spirit.
Feat: Ironwill

HD d10, BAB Full, Saves Good Will, 2+INT skill modifier, skills as in life, size: large (8 feet tall, weighs 500 pounds)

1st: Construct Traits, Berserk (Ex), +1 Natural AC, SR: 10 + awakened flesh level, +2 STR, CHR reduced to 1, but retains INT from life and loses his CON (suppressed until going Berserk)
2nd: +1 Natural AC, DR 1/adamantine, Memory Loss (youth)
3rd: energy resistance: 5 (fire) and (cold) and slowed 2d6 rounds (no save)
4th: +1 Natural AC, DR 2/adamantine, Memory Loss (training)
5th: Electrical Healing
6th: +1 Natural AC, DR 3/adamantine, Memory Loss (parents)
7th: energy resistance: 10 (fire) and (cold) and slowed 2d6 rounds (no save)
8th: +1 Natural AC, DR 4/adamantine, Memory Loss (friends)
9th: Energy resistance: 10 (fire) and (cold) and slowed
10th: +1 Natural AC, DR 5/adamantine, immunity to magic, fire and cold, damage causes slow 2d6 rounds (no save), Memory Loss (family)

Berserk (Ex) as per Bestiary, page 160, an awakened flesh begins construct life as a mindless being until he successfully goes berserk, then is freed and attains his former intelligence, class abilties, skills and knowledge. Once freed an awakened flesh is not under any influence by its creator any longer.

SR/Nat AC bonus/Energy resistances/DR - have all been diminished in power from standard flesh golem. SR provided instead of immunity to magic power which becomes active only at 10th level, Energy resistance granted instead of only slow effect as per Bestiary, page 160, until 10th level. Both natural AC and DR bonuses have been halved from standard flesh golem to be progressively attained.

Memory Loss: as a measure of the Awakened Flesh's loss of humanity, the longer he exists as a flesh golem, he begins to lose the memories of his own life and the people of his life as he progresses in level. Memory loss is divided between periods of his life and people he knows. This memory loss does not remove skills, feats, known proficiencies, so he will always retain former class levels, however his friends, his youth, and all those he loves will eventually be lost, losing his humanity.

Electrical Healing - a magical attack that deals electricity damage breaks any slow effect on the awakened flesh golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amout of healing would cause the goelme to exceed its full normal hit points, it gains any excess as temporary hit points and gains no save against attacks that deal electrical damage.

At 10th level the awakened flesh gains his best natural AC, DR (half a normal flesh golem), immunity to magic (as per Bestiary, page 160), slow effect only from fire or cold damage.

Is this still too tough?

GP
 

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