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Kıl Olduğum DnD Classları


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Öne çıkan mesajlar

RamsesII said:
Monka laf etmeyin arkadaşım.Ayıptır ya.Bana göre en güzel classlardan biri,çok orjinal.Ok işlemiyo bi süre sonra magical olmayan silahlardan damage filan almıyor ama o seviyeye gelene kadarda sürünüyor...Bırakında ondan sonra keyif alınsın oyundan di mi

o lvl da kimde magical silah olmuyo ki? monk abartı filan değil.
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Marveloth said:
Kastettigin level a yaklastikca frp nin civigi cikiyo.. nekadar yüksek levek, o kadar sacmalasan oyunlar.


Çıkmıyor, kendi içinde çok daha tutarlı bi şekilde ilerliyor aslında. Büyücülerden korkacaksın lvl arttıkça budur. Da tabi mmde gördüğünü koyan tembel dmler yerine oturup dersini çalışan dm lazım.
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fenris said:
RamsesII said:
Monka laf etmeyin arkadaşım.Ayıptır ya.Bana göre en güzel classlardan biri,çok orjinal.Ok işlemiyo bi süre sonra magical olmayan silahlardan damage filan almıyor ama o seviyeye gelene kadarda sürünüyor...Bırakında ondan sonra keyif alınsın oyundan di mi

o lvl da kimde magical silah olmuyo ki? monk abartı filan değil.


Olay ok işlememesi veya op olması değil ki monk'un, rpsi çok orjinal.

Bir de bence de lvl yükseldikçe oyun cıvıklaşmıyor. Oyunu cıvıklaştıran temel 2 neden var, oyuncuların oyundan sıkılmış olmaları veya DM'in oynatmaktan sıkılmış olması. Alan memnun veren memnunsa hep tadında devam eder oyunlar. Şimdiye kadar ki tüm kurallarla oynamaları, skilleri değişik dağıtıp super mario tadın monk yapma denemelerimi falan sıkıldığım oyunlarda yaptım.
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  • 2 hafta sonra ...
Listeye bakar mısın bi ben yokum aq.

Pardon ben de varmışım "human" adı altında


MMF level 1 (humanoids + animals, size M or S)

- black bear animal(MM; cf): a combat form with two claw attacks. 3HD, Medium Animal, 19str, 13dex, 15con, 2 natural armor

- bug bear (MM, af): While nothing special, bugbear form may nevertheless be interesting if your natural attributes are very low. 3 HD, medium humaniod, 15str, 12dex, 13con, at level 7: +4 Move silently

- crucian(SaS; cf): humanoid with great natural armor of +8. Medium humanoid, 3 HD, 15str, 8dex, 17con, 8 natural armor

- dark stalker (FF; af, cf): Nice stats and +3d6 sneak attack make this both a good combat as well as adventuring form. 3 HD, medium humanoid, 14str, 17dex, 13con, 2 natural armor, poison use, sneak attack 3d6; at level 7: blindsight 60ft, light sensitivity

- desmodu hunting bat(MM2, cf): high dexterity + good maneuverability. 4 HD, meduim animal, 15str, 24dex, 13con; 3 natural armor

- dire badger (MM; sf): This form has a burrowing speed of 10, which means it allows a MMF to dig tunnels usable by others at a speed of 1 m/sec. Like a giant mole, this can be used to circumvent walls, opponents etc. You can gain familiarity from a summon spell. 3 HD, Medium Animal, 14str, 17dex, 19con, 3 natural armor, 3 natural attacks, rage, at level 7: LLV, scent

- dire hawk(RoW; sf, cf): This is a great outdoor form with superb dexterity. It has a fly speed of 80, 3 natural attacks. Medium Animal 5 HD, 12str, 22dex, 15con, and 3 natural armor. Thanks Todd.

- fleshraker dinosaur (MM3, cf): This interesting form has the ability to charge an opponents, damage him, trip him, grapple him and pin him, all in one round. It’s a workable technique especially against enemy spellcasters with low grapple checks. Plus the form has a very good AC for this level because of natural armor and dexterity. 4 HD, medium animal, 17str, 19dex, 15con, 6 natural armor, leaping pounce, poison, rake; at level 7: LLV, scent, +8 hide, +6 jump

- gnoll, flind (MM3, af): Nothing special, but strength 17 is nice as a starting adventuring form before you find something better next level. 2 HD, medium humanoid, 17str, 12dex, 15con, 2 natural armor; at level 7: DV

- legendary ape (MM2, af, 13 HD!): One of the few medium-sized form with strength 30 that can be disguised as human with disguise self effects. 13 HD, medium animal, 30str, 17dex, 16con, 6 natural armor, rend, at level 7: lowlight, scent

- leopard (MM, cf): Not as strong as a bear, but faster and able to pounce and start a grapple. 3 HD, Medium Animal, 16str, 19dex, 15con, 1 natural armor, improved grab, pounce, rake; at level 7: +8 jump, balance, climb, +4 Move silently, Hide

- merfolk (MM, sf): Merfolk breathe underwater and have a swim speed of 50 while still being humanoid. 1 HD, Medium humanoid, 13str, 13dex, 14con, aqzuatic subtype; at level 7: amphibious, LLV

- phaerlock (UD, af, cf): While nothing special, this form offers a natural armor of +7. 2 HD, Medium humanoid, 15str, 10dex, 14con, 7 natural armor; at level 7: all-around vision (no flanking), hold breath

- protocerops (SaS, cf): Good allrounder combat animal form. Medium animal, 5 HD, 16str, 11dex, 19con, 8 natural armor, powerful charge 2d8+11; at level 7: +4 survival

- severm (Serpent Kindom, sf): This snake has a poison that is a contact anesthetic, so in this form you can actually work as anesthesist. Small animal, 2 HD, 17str, 17dex, 11con, 3 natural armor, attach, blood drain, poison; at level 7: LLV, scent

- tren (Serpent Kingdoms, cf. Thanks Iku Rex). OK beginners combat form, although the stench ability will be problematic with your comrades. And aquatic with 40' swim speed. 4 HD, medium aquatic humanoid, 15str, 13dex, 14con, 8 natural armor, stench; at level 7: DV 60 ft., multiattack

- varag (MM4, af, cf, sf): The varag offers an acceptible allround package with great speed and acceptable stats. Later, he gets spring attack at level 7.
Medium humanoid, 3 HD, 15str, 15dex, 13con, 3 natural armor, speed 60 ft.; at level 7: spring attack, run, DV 60 ft., scent, +8 move silently, always take 10 when moving silently, +4 survival when tracking by scent


MMF level 2 (giants, size L)
- cave ankylosaurus(MH, cf): This form grants a whopping +17 to natural armor, so it might be nice if you are flanked by rogues. large animal, 7 HD, 21st, 6 dex, 21 con, +17 natural armor, trample 3d6+7; at level 7: DV 60 ft.

- cave triceratops(MH, cf): Nice combat animal with powerful charge and trample abilities. Large animal, 8 HD, 19st, 8 dex, 21 con, +10 natural armor, powerful charge (4d6+12), trample 3d6+6; at level 7: DV 60 ft., scent

- cave t-Rex(MH, cf): Quite some jaws on this one. Large animal, 9 HD, 25str, 14dex, 17con, 4 natural armor, improved grab, swallow whole (2d6+7+6 acid), at level 7: DV 60 ft., scent

- cave troll (MM3; cf; 9 HD!): One of the best grappling forms! Great attributes coupled with a high natural AC and great damage from its natural attacks and rend and rake abilities. Plus a quite effective dazing blow ability if both claws hit. After you reached level 7, add fast healing 8 to that. 9 HD, large giantn 29str, 13dex, 27con, 11 natural armor, dazing blow, improved grab, pounce, rake, rend; at level 7: DV, fast healing 8, LLV, scent

- desmodu guard bat(MM2, cf): high dexterity plus wounding. 4 HD, large animal, 17str, 22dex, 17con; 5 natural armor, wounding; at level 7: dodge

- dire ape (MM; cf): While it is soon overpowered by forms on higher levels, the dire ape is a good combat form if you go straight to the MMF und thus can't use highee HD forms at this level. Easy familiarity through bought summon spells. 5 HD, large animal, 22str, 15dex, 14con, 4 natural armor, rend 2d6+9.

- dire barracuda (SW; sf): The dire barracuda swims at 80 feet and can later still charge after 3x that movement.
8 HD, large animal, swim 80 ft. (60 for wildshape), +6 natural armor, 19str, 15dex, 14con, sprint (3x move when charging)

- dire bat (MM; sf): The dire bat is one of the earliest large flying forms which means it can possibly carry other characters in the air. Familiarity even with a level 2 summon nature's ally spell. 4 HD, large animal, 17str, 22dex, 17con, 5 natural armor, fly 40 ft. (good); at level 7: blindsense 40 ft.,

- dire eagle (RoS, sf): An even better carrier for slow parts of the party is the dire eagle, for it is stronger and faster and can carry 200 kg as a light load at full speed, 400kg with speed 40 and 600kg with speed 20. Thanks NightScreamer20. 4 HD, large animal, 20str, 19dex, 17con, 5 natural armor, fly 60 ft. (average); at level 7: LLV

- dire wolf (MM; cf, sf): Great strength makes this one a good combat form, while its good speed make it suited for following others. You can gain familiarity from a bought summon spell. 6 HD, Large Animal, 25str, 15dex, 17con, 3 natural armor, trip; at level 7: LLV, scent, +2 hide, listen, move silently, survival, track

- dusk giant, least (HoH; cf, af): Really nice adventuring form for starters, for you can take it right away, gain decent stats, natural armor and rend. Use of the cannibalize special attack would be considered cheating by most DMs (see MMF Tricks), but even without that, this is a good form. Medium giant, 6 HD, 20str, 13dex, 18con, 6 natural armor, rend, cannibalize, at level 7: LLV

- dusk giant, lesser (HoH; cf, af; 12 HD): An large "upgrade" from the least dusk giant for those with more HD, this form has better strength than any other halfway humanoid form at this level, great natural armor and abilities.
Large giant, 12 HD, 34str, 11dex, 25con, 11 natural armor, rend, rock throwing, cannibalize, at level 7: LLV, rock catching

- filborg (MM2; af, cf; 13 HD!) A form with the perverse strength of 36 plus natural armor 12 and trample (and later fast healing), this is one hell of a fighter. Especially trample is great if you fight a large number of opponents. 13 HD, large giant, 36str, 13dex, 23con, 12 natural armor, rockthrowing, trample; at level 7: DV, fasthealing, rock catching

- forest troll (MM3; af): Probably the medium-sized form with the highest constitution, this form is ideally suited to be worn beneath a human disguise in everyday situations. Natural armor and claws with quite deadly poison are an additional plus. 5 HD, medium giant, 17str, 16dex, 21con, poison; at level 7: DV 90ft, fast healing 5, LLV scent, +2 hide

- giant octopus animal(MM, cf; 8 HD!) A giant octopus has nine attacks per round, has improved grab and can constrict in a grapple. You can gain familiarity from a summon spell. 8 HD, large animal, 20str, 15dex, 13 con, 7 natural armor, improved grab, constrict; at level 7: ink cloud, jet, LLV, +4 hide, +10 escape artist, aquatic subtype

- jungle giant(SoX, sf; 11 HD!) A jungle giant has a dexterity of 28, so it is a well suited form to either dodge spells and traps or to pick locks etc with. Large giant, 11 HD, 21 str, 28dex, 16con, 5 natural armor; at level 7: woodland stride, lowlight vision, +4 hide, survival in jungle terrain

- tiger (MM; af, cf): Though soon not able to keep up with better forms like cave troll, the tiger is a good choice for druid5/MMF2 characters who want to grapple at this level, due to improved grab, pounce and rake. Plus bought summon spells give you easy familiarity. 6 HD, large animal, 23str, 15dex, 17con, 3 natural armor.

- troll (MM; af, cf): The high constitution and strength coupled with good natural AC, claws attacks and reach makes the regular troll a good allrounder form in combat. 6 HD, large giant, 23str, 14dex, 23con, 5 natural armor, rend; at level 7: regeneration 5, LLV, scent, DV 90 fct.


MMF level 3 (Monstrous humanoids)
- Aarakocra (RoF, sf): Not much to them really, except for their excellent flight speed. Useful for travel at early levels while remaining in humanoid-like form.
Races of Faerun, 1HD, Monstrous Humanoid, +1 NA, 9 Str, 15 Dex, 10 Con, claws and foot talons, land speed 20', fly 90' (average).

- abeil soldier (MM2, cf): This one deals damage with each successful grapple check, so you can grapple a weak opponent like a spellcaster and pin him, making him immobile and harming him at the same time. 6 HD, large monstrous humanoid, 22str, 13dex, 16con, drone, improved grab, poison; at level 7: DV 60ft, DR5/+1, special enemy

- annis (MM; af, cf): The annis combines high natural AC and attributes with great grappling abilities, making it a great form for a bit of close-up combat. 7 HD, large monstrous humanoid, 25str, 12dex, 14con, 10 natural armor, improved grab, rake (no grappling penalties to claw attacks), rend; at level 7: damage reduction 2/bludgeoning, DV, SR level+12

- dusk hag (ECS; af, cf): Dusk hags are good adventuiring forms with +10 natural AC, but less HD than a green hag. They become additionally good at level 7, when you get their SR 20.
8 HD, monstrous humanoid, 17str, 12dex, 15con, 10 natural armor; at level 7: DV 60 ft., charm, sleep, fear immunity, spell resistance level+12, +4 sense motive

- gargoyle (MM; sf): Gargoyles don't have to eat, drink, or breathe, which is one of the few forms thus immune to suffocation effects. 4 HD, medium monstrous humanoid, 15str, 14dex, 18con, 4 natural armor, freeze ability; at level 7; add +2 hide, listen, spot, +8 hide (total) against stone

- green hag (MM; af, cf; 9 HD!): The green hag is one of the medium-sized forms with the highest natural armor, making it a good adventuring form. At level 7, you additionally get spell resistance. 9 HD, medium monstrous humanoid, 19str, 12dex, 12con, 11 natural armor, +8swim; at level 7: SR level+9, DV 90ft, mimicry

- gulgar (MM3; cf, sf; 10 HD!): The gulgar form has two great advantages: For one, its natural attacks are treated as adamantine for overcoming DR, so you don’t need a special weapon. And as second, the gulgar has an EX sonic cone attack with 3d6 damage and 30 feet range. 10 HD, large monstrous humanoid, 20str, 7dex, 17con, 8 natural armor, crystalline bone, sonic pulse, powerfull charge; at level 7: DR10/adamantine, DV, immunity to sonic, stability, subsonic speech, tremorsense, +4 listen, -4 spot

- kir-lanan (FRCS; sf): The kir-lanan has a fly speed of 90 with good maneuverability, while still giving you hands and legs. Thus, it is a decent flying form, it for example can cast spells with somatic components while flying. Even better is the level 7, when this is the best form against negative energy: It gets healed by it, not damaged or drained. 4 HD, medium monstrous humanoid, 14str, 12dex, 10con, fly 90 (good), 4 natural armor; at level 7: +4 hide, harmed by positive energy, healed by negative

- marrulurk (SaS; cf, sf): The marrulurk has an assassin's death attack, albeit at a not so high DC. Small monstrous humanoid, 3 HD, 12str, 16dex, 14con, 2 natural armor, sneak attack 2d6, death attack (DC 11+ Charisma mod), poison use; at level 7: +4 hide, move silently

- marzanna hag (FB; af, cf, sf): The marzanna has a good natural AC, attributes and damage (even rend), but its best feature is the cold subtype, making it totally immune to all cold effects after level 7. Even has a swim speed. 8 HD, medium monstrous humanoid, 21str, 12dex, 14con, 9 natural armor, rend; at level 7: DV, immunity to cold, SR level+7, vulnerability to fire

- phoelarch (MM3; af, sf): It itself has a heat attack that adds 1d6 fire damage to all your natural or metal weapons. At level 7, you are also immune to all fire and heat attacks. Plus it can be disguised as human with disguise self magic. 7 HD, medium monstrous humanoid, 14str, 17dex, 15con, heat; at level 7: DV, immunity to fire, poison, and disesase, SR level+11, vulnerability to cold

- phthisic (PsiHB; cf, sf): The phthisic is quite similar to the troll in its abilities, but it has one very important feature: Its bite attack deals intelligence damage. That means that one single bite is usually enough to finish off a purple worm, frost worm, or any animal!
6 HD, large monstrous humanoid, 23str, 12dex, 21con, 8 natural armor, Mind feed; at level 7: DV 60 ft., regeneration 5, resistance to cold 10, scent

- rhek (BoED; cf): Average form with good natural armor and powerful charge. Its advantage is that it can be called up as part of a monster summoning IV spell per page 190's update to the summon tables to include MM2 and BoED. 5 HD, medium monstrous humanoid, 19str, 10dex, 19con, 7 natural armor; powerful charge 2d8+8

- sarkrith thane (FF; cf, sf; 11 HD!): Although con 28 makes this a usable form at any level, it really begins to shine when you get its EX qualities at level 7: Then you get an additional move or attack action per round, adaptive energy resistance and can’t die from bludgeoning damage. 11 HD, large monstrous humanoid, 26str, 10dex, 28con, 5 natural armor; at level 7: adaptive resistance, adrenaline boost, DV 60ft, resist blows, SR level+12, mask scent, scent.

- war troll (MM3; af, cf; 12 HD!): This is one of the best forms for the MMF! Incredible attributes and natural AC plus a great dazing blow ability that keeps opponents from acting in many rounds. When you have reached level 7, it becomes even more powerful with regeneration 9 (acid), DR 5/adamantine, scent, spell resistance 20, dark- and LLV… Just great.
12 HD, large monstrous humanoid, 31str, 16dex, 29con, 14 natural armor, dazing blow; at level 7: DR5/adamantine, DV, LLV, regeneration 9, scent SR level+8

- zern (MM4; af, cf, sf): One of the coolest adventuring forms. Take a shapechanging ability as a swift action that can either make you large, small, better armored, faster, better at squeezing through, or better at wounding opponents, and you have a very decent medium-sized form.
At level 7, add among spell resistance and fast healing an immunity to all effects that require fort saves unless they affect objects (which for example include disease, poison, paralysis, hold effects, petrification, nausea, exhaustion, high-altitude, dehydration etc.), and you have a great adventuring form
Medium monstrous humanoid, 8 HD, 16str, 17dex, 18con, 6 natural armor, malleable form; at level 7: adaptive defences, fast healing 5, SR level+10, DV 60 ft., +4 caster level for transmutation spells


MMF level 4 (Fey, size T)
- bisan (OA, cf, 10 HD!): The bisan has a touch attack that deals 1d10 points of damage and a natural armor of +8, which makes her good if you face an opponent with high AC. 10 HD, medium fey, 11str, 14dex, 10con, 8 natural atmor, at level 7: SR level+11

- bog imp (HoH; sf): The bog imp has an impressive burrowing speed of 60, which is as fast as a horse!
Small fey, 4 HD, 8str, 21dex, 15con, sicken, at level 7: amphibious, immunity to acid, paralysis, poison, sleep; LLV, liquid burrow, code of law

- redcap (MM3; af): The redcap is not impressive in its ordinary form, but since it uses different advancement rules than usual, at higher HD it becomes a great adventuring form, and the rules only prohibit advancement that changes the creatures size. A 20 HD redcap is still small, but has strength 30, dexterity 29, constitution 30 and nine natural armor, so it is a good form if you must look totally harmless.
Small fey, 4 - 20 HD, strength 10+HD, dex 9+HD, con 10+HD, natural armor 2 - 9, powerful build.

- verdant prince (MM4; sf, 16 HD!): The verdant prince has a dexterity of 26, so it is useful when you have to open doors, steal things etc.
medium fey, 17str, 26dex, 18con, 3 natural armor; at level 7: evasion, LLV, track


MMF level 5 (vermin)
- giant stag beetle (MM, cf, sf) This form gives you a 4d6 base bite damage. If you have a warshaper level or the improved natural attack feat, that becomes 6d6. So this is a good form when you need to deal a lot of damage in one hit, e.g. to punch trough DR or break something. You can gain familiarity from a summon spell. 7 HD, large vermin, 23str, 10dex, 17con, 10 natural armor, trample 2d8, bite 4d6; at level 7: add vermin traits, darkvision 60 ft.

- knell beetle (MM3, cf, sf; 12 HD!): A knell beetle can make all next to it fall prone each round unless they succeed at a reflex save vs. DC 24. 12 HD, large vermin, 26str, 10dex, 23con, 15 natural armor, rend, shake the earth, trample; at level 7: DV 60ft, immunity to sonic, vermin traits, +8 balance, listen, spot

- leechwalker (MM2, cf, 13 HD): A leechwalker drains 2d4+3 constitution points with every successful grapple check. Plus when you reach level 7, it is immune to ability drain, massive damage and subdual damage. It looks humanoid enough to disguise it as human with a hat of disguise or similar tricks. 13 HD, medium vermin, 18str, 11dex, 16con, 2 natural armor, blooddrink, improved grab, wounding; at level 7: all around vision, immunities

- sword spider (MonOF, cf): This form can jump at opponents and wound them with many legs at once. 5 HD, large vermin, 18str, 10dex, 14con, 8 natural armor, impalement, poison


MMF level 6 (aberrations, size H)
- allosaurus (MM2, cf): Very high trample damage allows you to mow down large number of opponents, improved grab, huge size + rake make grappling interesting. Ergo: a form of many possibilities. 10 HD, huge animal, 24str, 12dex, 17con, 5 natural armor, improved grab, rake 2d8, swallow whole, trample 5d8; at level 7: DV 60ft, LLV, scent

- chuul (MM, cf): Can paralyse opponents when grappling them. 11 HD, large aberration, 20str, 16dex, 18con, 10 natural armor, constrict 3d6, improved grab, paralytic tentacles; at level 7: amphibious, DV, immunity to pioson

- cloaker (MM, cf, sf): Cloakers have interesting ranged sonic abilities. For example, the stupor ability means that it can hover above a non-flying victim till it fails a save and is helpless for 5 rounds. 6 HD, large aberration, 21str, 16dex, 17con, 7 natural armor, moan, engulf; at level 7: DV

- cloaker lord (MonOF, cf, sf): Like cloaker, but more so. What can be much btter, though, is the ability to dominate all regular cloakers who will follow your orders. 9 HD, huge aberration, 26str, 13dex, 20con, 8 natural armor, moan, engulf, dominate cloakers, at level 7: SR level+9

- corruption eater (HoH, sf; 15 HD!): The HoH book brings us rules for taint, a corruption that inflicts even the purest heroes. The corruption eater form allows you to remove that corruption from your comrades.
Medium aberration, 15 HD, 20str, 20dex, 19con, devour corruption; at level 7: corruptuin scent, purity vulnerability

- cryohydra (MM, cf; 12 HD for 12-headed): To take this form you have to take the frozen wildshape feat from the Frostburn book. But it can be worth it: You get all (up to 12) bite attacks, which you can use as a simple action, e.g. in addition to moving or wildshaping. You also get an improved combat reflexes feat that gives you one AoO per head, which again can be up to 12. Things get even better at level 7: Your 12-headed form grants you a whopping fast healing 22 plus cold immunity! Plus the ability to grow additional heads if some of yours should be cut off, up to 24 heads.
If that's still not enough, you could choose the Assume SU ability feat from Savage Species. Then you get a breath weapon with an area of 10 ft. x 20 ft. and 36 d6 points of cold damage!
Huge magical beast, 5 - 12 HD (one HD per head), for 12-Headed: 23str, 12dex, 20con, 13 natural armor, swim 20 ft., 12 attacks, DV 60 ft., fast healing 22, LLV, scent, combat reflexes, cold subtype

- darkweaver (FF; cf, sf): A darkweavers bite deals 2d4 strength damage. This is one of the few forms that can deal strength damage. 9 HD, medium aberration, 17str, 18dex, 12con, 8 natural armor, improved grab, strength damage; at level 7: all around vision, cold resistance 10, DV 60ft, fast healing 3, sunlight vulnerability, tentacle regeneration

- deathkiss beholder (MonOF, cf, 12 HD!): Lots of tentacles that can drain constitution upon hitting makes this a good combat form.

- delver (MM, sf; 15 HD!): Delver form allows you to dissolve large quantities of rock very quickly, or at level 7 to soften and reshape it. For the artistically inclined. 15 HD, large aberration, 27str, 13dex, 21con, 15 natural armor, corrosive slime; at level 7: stone shape, immunity to acid, tremorsense 60ft

- dragonhawk (E5N; sf): The dragonhawk is a huge animal with strength 25 and a base flying speed of 120 ft. That makes him ideal for carrying your whole party somewhere: He can fly unhindered with up to 600 kg on his back, and still fly at 80 feet with up to 1800 kg.
Huge animal, 8 HD, 26str, 12dex, 20con, speed 10, fly 120 (average; 24 mph), natural armor 9; at lvel 7: LLV, blindsense 60 ft.; +8 spot;

- dusk giant, greater (HoH; cf, af; 18 HD!): One of the most powerful halfway humanoid forms, this form offers incredible strength and combat abilities.
Huge giant, 18 HD, 48str, 9dex, 32con, 17 natural armor, rend, rock throwing, cannibalize, at level 7: LLV, rock catching

- elephant (MM, cf, sf): Though nothing special at this level, this form is easy to get familiar with (use summon spells or travel to an oriental country), has a great trample attack dealing 2d8+15 points of damage to up to 48 squares, and is especially useful to haul great weights around: everything up to 1.6 tons is a light load, 3.2 ton is medium, 4.8 tons are maximum and thus can still be lifteds above your head, and you can drag 24 tons, twice that with favorable conditions like logs to roll the weight on.
Huge animal, 11 HD, 30str, 10dex, 21 con, speed 40 ft., +7 natural armor, trample DC 25, 2d8+15; at level 7: LLV, scent

- folugub (PsiHB, cf, sf): A folugub can liquefy any chrystal. That is a deadly weapon against crystal golems and against anyone living in a high chrystal tower…
4 HD, medium aberration, 10str, 17dex, 17con, 5 natural armor, Liquefy crystal, at level 7: DV 60 ft., scent

- great fihyr (MM2, cf, sf; 16 HD!) A great fihyr will panic anyone looking at him attacking unless a will save (DC 20) succeeds. This form can be used to rout entire armies. 16 HD, medium aberration, 11str, 14dex, 12con, 6 natural armor, frightfull presence, at level 7: invisbility, DV 60ft, scent

- guardian naga (MM; cf) A guardian naga has a ranged touch poison spit attack with 30 feet range and very powerful poison (DC 14+level/2, 1d10 con/1d10 con), which isn among the best ranged attacks for MMFs.
large aberration, 11 HD, 21str, 14dex, 19con, +7 natural armor, poison, spit.; at level 7: DV 90 ft., eschew materials

- harpoon spider (MM3; cf) A harpoon spider can shoot strands at opponents to trip them.
Large aberration, 5 HD, 17str, 19dex, 18con, natural armor+3; improved trip feat; harpooning, poison, at level 7: DV, evasion, spines, web movement
Dread harpoon spider: huge aberration, 9 HD, 25str, 17dex, 23con, natural armor+3; improved trip feat; harpooning, poison, at level 7: DV, evasion, spines, web movement

- hive mother beholder (LoM; sf; 20 HD!) A hive mother has an antimagic cone of 240 feet range. Quite something for the 3.0 Assume SU ability feat. Huge aberration, 20 HD, 24str, 14dex, 22con, 25 natural armor, improved grab, swallow whole; at level 7: all-around voision, DV 60 ft., flight

- hook horror (MM2, cf): Can sunder weapons without AoOs and deals 5d6+24 with each successful grapple check, which includes pins. 10 HD, large abberation, 24str, 17dex, 14con, 10 natural armor, improved grab, power sunder, rending bite; at level 7: blindsight 60ft, light sensitivity

- kuo-toa leviathan (UD; sf, 15 HD!): Too bad this form has 15 HDS, for it has a ton of nice EX abilities: Stun opponents, later eeing invisible and ethereal creatures, wisdom bonus to AC, improved evasion.... 15 HD, huge monstrous humanoid, 26str, 13dex, 21con, +14 natural armor, improved grab, swallow whole; at level 7: stun, amphibious, DV 60 ft., immunities (poison, paralysis, hold, figments, nets), improved evasion, keen sight, light blindness, energy resistance 10, sea mothers blessing, slippery, uncanny dodge

- kython (BoVD, af, cf): A kython adult (or better, if you have 12 HD, the kython impaler) features great natural AC and good attributes combined with two bonus feats at level 7. While it can’t fight as good as some other forms at this level, it is a good form to wear beneath a human disguise. impaler: 12 HD, medium aberration, 18str, 20dex, 17con, 12 natural armor, charge 6d6+8, wield kython weaponry, poison; at level 7: kython traits (blindsight 60 ft., acid, cold immunity, fire, electricity resistance 20)

- mind flayer (MM, cf, sf): The illithid form is interesting for two reasons: For one, its instant kill feature of brain extraction is cool, but the low grapple bonus make that option seldom effective. Much better is its spell resistance. 8 HD, medium aberration, 12str, 14dex, 12con, 3 natural armor, improved grab, extract; at level 7: SR level+17, telepathy.

- phaerimm (LEF, sf): According to the Lost Empire of Faerun book, phaerimms have damage reduction /magic, telepathy and a special sight ability that works like see invisible, arcane sight or true seeing as extraordinary abilities. That is probably just sloppy rules design, since this kind of DR and telepathy is always SU and the sight ability should also be, but if you play strictly by the rules, this is a good way to get telepathy and true seeing, both of which can be invaluable.
tiny to huge aberration, HD and stats varies, implant, at level 7: telepathy, damage reduction varies/magic, flight, full vision, immunities (polymorphing, petrification), spell resistance

- quetzalcouatlus dinosaur (MM2, sf): This huge dinosaur has a fly speed of 100 ft. and can carry 1200 pounds without slowing down, and up to 3600 pounds with a speed of 66 feet (according to the Heroes of Battle). So if you need to take your whole party somewhere else, this is as fast as a flying ship.
huge animal, 10 HD, 26str, 13dex, 20con, speed 20, fly 100 (poor; 20 mph), AC+8 (28), bite (2d10+8+swallow whole), 2xwing (2d6+4); swallow whole (M); at level 7: LLV, DV 60 ft.; carrying capacity: light 0.6t/ medium 1.2t/ heavy 1.8t/ drag 9t (HoB: fly 66 ft. if medium of heavy load)

- rukanyr (FF, cf): 10 attacks combined with a nice disarming ability. 7 HD, large aberration, 21str, 7dex, 24con, 15 natural armor, poison, stunning strike; at level 7: DV, fast healing 5, reflexive sunder, sonic immunity, stability+20

- rust monster (MM, cf, sf): Rust monster form allows you to rust metal very quick.
5 HD, medium aberration, 10str, 17dex, 13con, 5 natural armor, rust; at level 7: DV, scent

- scorrow (SoX, sf): The scorrow is only an average adventuring form, but may be useful because they can influence scorpions, and thus may help against a scorpion swarm when other options fail. Large aberration, 10 HD, 21str, 16dex, 16con, 9 natural armor, speed 50 ft., favored enemy +2 (animals, giants, magical beasts); at level 7: scorpion empathy, track, SR 11+level, DV 60 ft, tremorsense 60 ft, +4 hide, move silently, survival

- seryulin (MMIII, sf): The seriulyn has a spray attack that can glue enemies to the ground or make flyers drop. The form gets more interesting on level 7: Then it gets a "slick" ability that works like freedom of movement, except in a grapple. Plus damage reduction and trip immunity.
10 HD, large aberration, 20str, 12dex, 14con, 10 natural armor, pain poison, sticky spray; at level 7: amphibious, blindsense 60 ft., can't be tripped, damage reduction 5/piercing or slashing, DV 60 ft., acid resistance 10, slick

- slasrath (FF, cf): The slasrath has a nifty charge ability that affects all within reach, dealing nice damage and destroying their armor. 8 HD, large aberration, 21str, 14dex, 19con, 6 natural armor, poison, wingslash; at level 7: DV

- sun giant (MM2, cf; 13 HD!): Need some artillery? Nothing says “Let’s rock this place” like a rock thrown with strength 37. Catapults are harmless compared, considering the rate of fire. 13 HD, huge giant, 37str, 14dex, 25con, 10 natural armor, rockthrowing, fire subtype; at level 7: DV 60ft, rock catching

- will-o’-wisp (MM, cf, sf): In will-o’-wisp form you should be among the best regarding touch attack AC and reflex save. Plus you get an electrical touch attack that rarely misses, and at level 7, you’ll be always invisible and immune to almost all spells. Great form! 9 HD, small aberration, 1str, 29dex, 10con, shock attack; at level 7: invisibility at will, weapon finesse and spell immunity

- ulitharid (LoM; cf): Like the mind flayer, but betters stats and two additional tentacles. Large aberration, 12 HD, 16str, 14dex, 16con, 5 natural armor, improved grab, extract; at level 7: SR 15+HD

- Urophion (LoM; cf; 12 HD!): This really powerful form has six touch attack that deal massive strength damage and drow opponents nearer where you can extract their brains. Bon appetite... Large aberration, 12 HD, 19str, 13dex, 16con, 14 natural armor, drag, extraction, weakness (Fort DC 19, 2d8 str), strands; at level 7 DV 60 ft., immunity to electricity, vulnerability to fire, cold resistance 10, SR level+18, LLV.


MMF level 7 (Plant, EX qualities)
- battlebriar: warbound impaler (MM3, cf): Great combat form: The battlebriar does not only have plant immunties, a trample attack, a ranged area attack dealing 5d6 damage, improved grab plus four attacks of opportunity and a penalty to opponent's tumble checks around you. It also has a great 'impale' ability that, if you succeed at an additional grapple check while grappling, allows you to impale opponents on your spikes, which renders them helpless and suspicable to coup de gras attacks. Given, to keep them impaled, you suffer a hefty -20 penalty to grapple checks, which is easy to beat for most opponents. But if you act right after the opponenet, you can impale him and have a friend kill him before it is his turn again. (thanks Surreal
Large plant, 12 HD, 23str, 6dex, 22con, natural armor+12, impale, improved grab, thorn volley, trample, at level 7: DV, LLV, thorn field, plant traits

- briarvex (MM4, sf): Th ebriarvex can move through all kinds of underbrush unimpeded, even magically animated brush.
Large plant, 8 HD, 25str, 10dex, 19con, 10 natural armor, DR 5/slashing, improved woodland strike

- dark naga (MM, sf): Dark nagas are immune to mind reading. 9 HD, large aberration, 14str, 15dex, 14con, 3 natural armor, poison; at level 7: DV, immunity to poison, resistance to charm, guarded thoughts, eschew materials

- darktentacles (MM2, cf): When you get the racial boni at level 7, the racial grapple bonus of +16 makes this form one of the best grapplers there is! Pin opponents and wait till your constrict damage wore them down. Can even wield a dozen of oversized greatswords in all those tentacles. 9 HD, large aberration, 19str, 15dex, 17con, 7 natural armor, constrict 2d6, improved grab; at level 7: DV 60ft, enhanced multiweapon fighting, tentacle regeneration, tremorsense, weapon use

- dharculus (PH, sf): The dharculkus has a dual-nature ability usable at level 7 that allows you to retreat fully to the ethereal plane. Medium aberration, 8 HD, 12str, 14dex, 20con, +10 natural armor, dualplanar, ethereal bite

- director beholder (LoM; sf): Directors get +8 to handle animal checks. Large aberration, 8 HD, 12str, 12dex, 16con, 10 natural armor; at level 7: SR level+8, DV 60 ft.

- doppelganger (MM; sf): Once you get racial skill boni at levcel 7, doppelgangers give you a +4 racial bonus to bluff checks. So it is a good form to wear beneath a disguise self effect if you want to lie to someone. 4 HD, medium monstrous humanoid, 12str, 13dex, 12con, +4 natural armor, +4 bluff, disguise

- duergar (PsiHB, sf): The duergar has three power points as a natural ability. So if you want to use an item after level 7 that only works if you have PP, this form can help. 1 HD, Medium humanoid, 10str, 10dex, 12con, at level 7: immunity to paralysis, phantasms, and poison.

- gas spore (LoM, sf): To quote Lilt: What about the Gas Spore form from LoM 148-149? Now that you don't apply the new con to your HPs, the con of 4 doesn't make you so weak. It's most powerful out of combat, however, for use with the infestation ability. You can use this to harvest gas spore poison (quite valuable) or to start a gas spore outbreak in enemy territories. It only takes a few hours to turn a KOed enemy into 1d4 gas spores which you can harvest 1d4 doses of poison worth 500gp each from. Turning a single enemy into 3k woth of poison is delightfully evil.
10 HD, large plant, 16str, 4dex, 4con, death throes, infestation; at level 7: all-around vision, beholder camouflage, flight (20 ft., poor), LLV

- greater doppelganger (MonOF, sf): See the Greater Doppelganger trick under “Mean and dirty tricks” below.

- greenspawn sneak (MM4, sf): The greeenspawn sneak is one of the few form that gives us a racial bonus to bluff, in this case +5.
Small monstrous humanoid, 2 HD, 11str, 16dex, 13con, 2 natural armor, 2d6 sneak attack damage, two-weapon fighting, DV 60 ft., +5 on bluff, hide, move silently,

- grimlock (MM, sf): Grimlock forms at level 7 are able to see through all illusions. 3 HD, medium monstrous humanoid, 15str, 13dex, 13con, 4 natural armor, at level 7: blindsight 40ft, immune to gaze attacks, visual effects, illusions; +10 hide in mountains or underground, track

- gulguthydra (MonOF, sf; 15 HD!): A gulguthydra nauseates everyone in 80 feet range that has less than 9 HD. Can be good to fight against an army. 15 HD, huge aberration, 20str, 10dex, 24con, 15 natural armor, improved grab, at level 7: nauseating stench

- human (MM, sf): Since The Sage changed the racial bonus feat a human gets into an extraordinary quality in the Official Game FAQ, human now becomes a great form once you reach level 7: You effectively gain a free feat of your choosing. So if you would like to be able to take cryohydra form then, you could change into a human, get frozen wildshape from Frostburn as the bonus feat, and use it to take cryohydra form. Other interesting feats thus available are e.g. wild feats, metamagic feats, or things like skill focus.
Medium humanoid, 1 HD, 10str, 10dex, 10con, at level 7: free racial bonus feat

- ironmaw (FF, cf): The ironmaw has four long range tendril attacks that sap constitution. 12 HD, huge plant, 30str, 9dex, 23con, 18 natural armor, attach, emgulf, illness, tendrils, wounding; at level 7: plant traits

- ironthorn (SSt, cf): If you succeed in grappling an opponent with this form (which is not the best grapple, though), you can expose him to your powerful paralysing poison.
10 HD, large plant, 17str, 10dex, 25con, natural armor+15, improved grab, impale, poison (1d4 min paralysis, 2d4 con); at level 7: blindsense 60 ft., DR 5/bludgeoning or slashing, plant traints

- mimic (MM, sf): At this level, you can use mimic form to copy objects, walls etc., things whose form you usually can’t take. 7 HD, large abberation, 19str, 12dex, 17con, 5 natural armor, adhesive crush; at level 7: mimic shape, immunity to acid, add darkvision 60ft., +8 disguise

- minotaur (MM, sf): At this level, minotaurs never become lost in mazes etc. 6 HD, large monstrous humanoid, 19str, 10dex, 15con, 5 natural armor, powerfull charge; at level 7: natural cunning, DV, scent, +4 search, spot, listen

- minotaur, greathorn (MM4; sf): The greathorn minotaur is one of the forms that can swim through earth like a fish through water.
Large monstrous humanoid, 11 HD, 24str, 8dex, 20con, 7 natural armor, DR 5/-, earth glide, natural cunning, DV 60, scent, tremorsense, awesome blow, +4 listen, search, spot

- myconid sovereign (MM2, sf): It may not make much sense, but by the rules you can brew most potions there are in this form without knowing the needed spells. It even has brew potion as a bonus feat. 6 HD, large plant, 18str, 12dex, 17con, 2 natural armor, spores; at level 7: potion making

- oread (FF, sf): An oread can swim through rock, earth etc like a fish through water, leaving no trace. 7 HD, medium fey, 19str, 13dex, 18con, 9 natural armor; at level 7: burrow, cold immunity, earth mastery, LLV

- octopus tree (FF, cf, 14 HD!): a great allround fighter. Regeneration 10, plant immunities, high strength, great grappler due to 8 tentacles with improved grab plus immune to acid. 14 HD, huge plant, 30str, 3dex, 20con, 24 natural armor, frightful presence, improved grab, swallow whole; at level 7: acid immunity, plant traits, regeneration 10

- rimefire eilodon (FB, sf): A rimefire eilodod can move through ice and snow like a fish through water. 12 HD, medium fey, 10str, 24dex, 17con, 2 natural armor; at level 7: DR 10/CI, immunity to cold, vulnerability to fire, tremorsense, LLV, ice glide

- shambling mound (MM, sf): In shambling mound form, electrical attacks give you additional constitution. This may be used to boost you HP or fortitude saves to obscene hights. 8 HD, large plant, 21str, 10dex, 17con, 11 natural armor, improved grab, constrict; at level 7: electricity absorbtion, +4 hide, listen, move silently, DV, resistance to fire 10

- skulk (FF, af, sf): Though not powerful, the skulk form becomes useful at this level to remain unseen with its racial +8 to move silently and +15 to hide checks and can even run while hiding at no penalty. Keep in mind that see invisible makes invisibility problematic at this level, however hide remains effective. 2 HD, medium humanoid, 11str, 14dex, 11con; at level 7: peerless camouflage, trackless path, +8 Move silently, +15 hide

- spell weaver (MM2, sf): Spell weaver form allows you to cast more than one spell per round (not that we have many), while keeping you save from mindreading and mind-influencing effects. 10 HD, medium monstrous humanoid, 9str, 16dex, 9con, 5 natural armor; at level 7: chromatic disk, DV 60ft, immunity to mind effects, shielded mind, spell weaving, SR, telepathy

- tendriculous (MM, cf): Tendriculous form offers regeneration 10, improved grab and a swallow whole ability that also paralyses opponents, to prevent indigestion… 9 HD, huge plant, 28str, 9dex, 22con, 9 natural armor, improved grab, swallow whole, paralysis; at level 7: regeneration 10, LLV, plant traits

- treant (MM, cf, sf): Treants have DR 10/slashing and deal double damage against objects. 7 HD, huge plant, 29str, 8dex, 21con, 13 natural armor, deal double damage against objects, trample; at level 7: DR 10/slashing, vulnerability to fire, plant traits, +16 hide in forests

- vine horror (FF, cf, sf): Like all plants, the vine horror is immune to things like mind-affecting effects, poison, disease, critical hits and quite a lot of other threats. It looks humanoid enough to disguise it as human with a changeling’s abilities and still is able to move through small cracks. Its aquatic subtype limits its usefulness, though. 5 HD, medium plant, 18str, 10dex, 19con, 8 natural armor; at level 7: half damage from piercing and slashing, malleability, plant traits

- wood woad (MM3, af): A human-sized plant, the woodwoad form can easily be disguised as human and still offers all the cool plant immunities. 8 HD, medium plant, 17str, 12dex, 16con, +4 balance, hide, lightning reflexes; at level 7: LLV, vulnerability to fire, plant traits

- yak folk (MM2, sf): Although that may be seldom needed: Yak folk form allows you to use any staff, regardless of if it is your kind of magic or not.

- yellow musk creeper (FF, sf): This nice plant has a ranged touch attack that makes opponetns come near an stand there not resisting our attacks. And an ability to then drain their intelligence. So highly effective against low-int-monsters. Thanks Surreal.
6 HD, huge plant, 10str, 16dex, 21con, 6 natural armor, musk puff (DC level/2+5), consume intelligence; at level 7: blindsight 30 ft., regeneration 5 (acid, fire), plant traits

MMF level 8 (oozes, size D)
- arcane ooze (MM3, cf; 15 HD!): The arcane ooze is a good grappler with huge size and 4d6 slam damage, but its best feature is its magic immunity. 15 HD, huge ooze, 22str, 1dex, 26con, acid, improved grab, constrict; at level 7: immunity to magic, blindsight, ooze traits

- black pudding (MM, cf, sf): This form has a very powerful acid that dissolves enemy weapons and armor. 10 HD, huge ooze, 17str, 1dex, 22con, acid, constrict, improved grab; at level 7: blindsight 60ft, split, ooze traits, +8 climb

- brine ooze (SaS, cf): This form sucks water from opponents dealing an additional 4d6 damage. It is also one of the surprisingly few forms that are not affected by dehydration (it seems you can even dehydrate a fire ). huge ooze, 12 HD, 17str, 1dex, 24con, desiccating impact (4d6, 4d8 for water elenemtals and plants), improved grab, constrict; at level 7: immunity to desiccation, camouflage (looks like water pool), ooze traits

- corruptere (MM4, cf): The corruptere has an burst ability with 20 ft. radius for 6d6, usable each round, acid damage, plus DR, trample, illusion immunity et al. Nice.
Huge ooze, 11 HD, 31str, 1dex, 29con, trample 2d6+a5+2d6 acid, acid sheath, acid burst, amphibious, immune to acid, gaze attacks, illusions, visual effects, DR 5/-, SR level+7, ooze traits

- dissolution ooze (MoI, cf, sf): This orm allows you to sense the presence of incarnum in creatures and to unshape the soulmates of hit creaures. Whatever that means (haven't read the rest of the book yet). 6 HD, large ooze; 15str, 1dex, 29con, acid, dissolution; at level 7: blindsight, incarnum sense, ooze traits

- gelatinous cube (MM, cf): Can paralyse opponents for minutes and is almost invisible. 4 HD, huge ooze; 10str, 1dex, 26con, acid, engulf, paralysis; at level 7: transparent, immunity to electricity, blindsight, ooze traits


MMF level 9 (elementals)
- crysmal (PsiHB, sf): The crysmal gives us a +8 bonus to appraise checks at level 7. 6 HD, small elemental, 15str, 14dex, 12con, 8 natural armor, elemental traits; at level 7: Damage reduction 5/bludgeoning, immunity to fire and cold, resistance to electricity 15

- earth elemental (MM, SF): Earth elementals glide through rock like a fish through water. A safe way to explore dungeons or to flee a prison. You can gain familiarity from a summon spell.

- magma hurler(MH, cf): This form has a great ranged attack that does a hell of damage. The most funny thing is that it is rated as CR 3. I think most 3rd-level characters would have no chance against a monster that deals 3d10+8+1d6 fire per hit... Medium elemental, 4 HD, 26str, 13dex, 24con, +4 natural armor, magma rock (move action, 3d10+8+1d6 fire), at level 7: DV 60 ft., immunity to cold, fire vulnerability


MMF level 10 (dragon, size G)
- dragon turtle (MM, sf): This form has a chance to capsize and sink a ship of any size. 12 HD, huge dragon, 27str, 10dex, 21con, 17 natural armor, capsize, at level 7: immunity to fire sleep and paralysis, LLV, scent, DV
- gorynych (LEF, cf, 16 HD!): The gorynych has special grappling abilities: If it used its many tails, it can reduce the penalty for grappling with only an appaneage, which lets him act as if not grappled. Its rend is also nice.
Huge dragon, 16 HD, 28str, 11dex, 18con, natural armor+19, improved grab, rake, rend, tail wrap; at level 7: DV, LLV, scent, immune to sleep and paralysis

- gray linnorn (MM2, cf): If you want to take dragon form, this is one of the most effective. High damage and natural AC while not too many HD. 13 HD, huge dragon, 24str, 11dex, 20con, 19 natural armor, crush, poison; at level 7: blindsight, immunities, keen senses, SR

- Ibrandlin (MonOF, cf): This is a quite effective form due to its size and its pin ability, which can pin up to six medium-sized opponents without even starting a grapple, so it can work instantaneous. You can even choose to not harm opponents when doing so. 10 HD, gargantean dragon, 35 str, 11dex, 24 con, 11 natural armor, pin; at level 7: SR level+10, fire immunity, cold damage

- roc (MM, sf, 18 HD!): To quote TheCarrionCrawler: It's great for carrying the whole party when magical means are not available...
Gargantuan animal, 18 HD, 34str, 15dex, 24con, 9 Natural armor, fly 80 ft. Thanks Knastymike.

- sea drake (FF, cf, sf): One of the few gargantuan forms with not too many HD, the sea drake allows you not only to grapple well with its +16 size bonus to grapple, it even has a special ability to sink whole ships. 12 HD, gargantuan dragon, 35str, 10dex, 21con, 20 natural armor, constrict ship, crushing blow, swallow whole; at level 7: inkcload, regeneration 2, dragon traits

- shadow dragon (MONoF, sf): One of the forms to offer protection against energy drain, the shadow dragon is a good choice when fighting negative energy creatures. Their stats make them weak fighters at this level, however.
juvenile shadow dragon: 13 HD, medium dragon, 15str, 10dex, 15con, natural armor+16; at level 7: spell resistance 17, immune to energy drain, sleep, paralysis, blindsight 120 ft., keen senses

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