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mole75

mole75

My attempt at an Erinyes class

 


Erinyes class

The following assumptions have been made in the creation of this class:
Max level of class is HD + LA (9+7)
Uses the succubus class as a guideline for several abilities. 
Must end up at max level with more or less the same abilities as a MM (page 54) erinyes.
Only giving powers that the original creature has
Given lesser and normal powers at the same level as the succubus class.
The only thing that this class does not emulate is the feats. A MM Erinyes get 6 feats versus the 4 feats a 9 HD monster should get. 

 

 

Erinyes

Starting ability adjustments: Str +2, Con +2, Dex +2, Cha +2

Darkvision 60 ft.

Land speed 30 ft.

Automatic Languages: Infernal, Celestial, and Draconic.

Poison immunity

Favored class: Erinyes

 

Class skills: Concentration, Diplomacy, Escape Artist, Hide, Knowledge (any lore skill), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Use Rope 

 

Level Hit Dice Base Attack Fort Save Ref Save Will Save Skill points Ability mods Abilities
1st 1d8 +1 +2 +2 +2 (8+int)x4 - +1 natural armor, Resistances  (Fire 5, acid 5, cold 5)
2nd 2d8 +2 +3 +3 +3 8+int 

 +2 str

lesser erinyes powers 1/day, telepathy 100 ft, Wings 1/day
3rd 2d8 +2 +3 +3 +3   +2 con,  +2 wis +2 natural armor,
4th 3d8 +3 +3 +3 +3 8+int  +2 dex lesser erinye powers 3/day, erinyes powers 1/day, wings 3/day
5th 3d8 +3 +3 +3 +3  

+2 int, +2 str

+4 natural armor, greater erinyes powers 1/day
6th 4d8 +4 +4 +4 +4 8+int  +2 cha, +2 con DR 5 (Cold Iron or Good), lesser erinye powers at will, wings at will
7th 4d8 +4 +4 +4 +4   +2 dex,  +2 wis +6 natural armor, reisitance (fire 10, acid, 10, cold 10)
8th 5d8 +5 +4 +4 +4 8+int  +2 int, erinye powers 3/day
9th 6d8 +6/+1 +5 +5 +5 8+int  +2 cha, +2 con +8 natural armor, spell reistance
10th 6d8 +6/+1 +5 +5 +5   +2 str, +2 dex see in darkness, fire immunity
11th 7d8 +7/+2 +5 +5 +5 8+int  +2 wis greater erinyes powers 3/day
12th 7d8 +7/+2 +5 +5 +5   +2 cha, +2 con erinye powers at will
13th 8d8 +8/+3 +6 +6 +6 8+int  +2 dex  
14th 8d8 +8/+3 +6 +6 +6   +2 str  
15th 9d8 +9/+4 +6 +6 +6 8+int  +2 wis,  
16th 9d8 +9/+4 +6 +6 +6   +2 cha Greater Erinyes Powers at will

 

Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor and shields. 

Spell-Like Abilities: The save DCs are Charisma-based.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level equal to the erinye’s class level). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Erinyes powers, leser (Sp): At 2nd level an erinyes can use animate rope, minor image and clairaudience/clairvoyance once per day. At 4th level it can use it three times per day and at 6th level and higher I can use the ability at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers (Sp): Beginning at level 8th an erinyes can use charm monster, true seeing and unholy blight once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers, Greater (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only) once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Spell resistance (Ex): 4 + class level

See in Darkness (Su): All batezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Wings (Ex): The erinyes have wings that give them fly 50 ft. (good). They can use their wings once per day at level 2, 3/day at level 4 and at will at level 6. The power of the wings lasts for 10 min/level. 

 

 

Edit:

The following changes has been made since the last draft:

  • Added level 11. I don't know how I forgot that one in the original draft.
  • Reworked the stat boosts to even them out more. 
  • Replaced the Tongues ability with an equal level spell (clairaudience/clairvoyance) and added it to the lesser power
  • Made greater teleport a greater power
  • Removed fly and replaced it with wings as per the rules

 

Overall, I'm pretty satisfied with the result. The only level that is sort of boring is level 14. 

mole75

mole75

My attempt at an Erinyes class

 


Erinyes class

The following assumptions have been made in the creation of this class:
Max level of class is HD + LA (9+7)
Uses the succubus class as a guideline for several abilities. 
Must end up at max level with more or less the same abilities as a MM (page 54) erinyes.
Only giving powers that the original creature has
Given lesser and normal powers at the same level as the succubus class.
The only thing that this class does not emulate is the feats. A MM Erinyes get 6 feats versus the 4 feats a 9 HD monster should get. 

 

 

Erinyes

Starting ability adjustments: Str +2, Con +2, Dex +2, Cha +2

Darkvision 60 ft.

Land speed 30 ft.

Automatic Languages: Infernal, Celestial, and Draconic.

Poison immunity

Favored class: Erinyes

 

Class skills: Concentration, Diplomacy, Escape Artist, Hide, Knowledge (any lore skill), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Use Rope 

 

Level Hit Dice Base Attack Fort Save Ref Save Will Save Skill points Ability mods Abilities
1st 1d8 +1 +2 +2 +2 (8+int)x4 - +1 natural armor, Resistances  (Fire 5, acid 5, cold 5)
2nd 2d8 +2 +3 +3 +3 8+int 

 +2 str

lesser erinyes powers 1/day, telepathy 100 ft, Wings 1/day
3rd 2d8 +2 +3 +3 +3   +2 con,  +2 wis +2 natural armor,
4th 3d8 +3 +3 +3 +3 8+int  +2 dex lesser erinye powers 3/day, erinyes powers 1/day, wings 3/day
5th 3d8 +3 +3 +3 +3  

+2 int, +2 str

+4 natural armor, greater erinyes powers 1/day
6th 4d8 +4 +4 +4 +4 8+int  +2 cha, +2 con DR 5 (Cold Iron or Good), lesser erinye powers at will, wings at will
7th 4d8 +4 +4 +4 +4   +2 dex,  +2 wis +6 natural armor, reisitance (fire 10, acid, 10, cold 10)
8th 5d8 +5 +4 +4 +4 8+int  +2 int, erinye powers 3/day
9th 6d8 +6/+1 +5 +5 +5 8+int  +2 cha, +2 con +8 natural armor, spell reistance
10th 6d8 +6/+1 +5 +5 +5   +2 str, +2 dex see in darkness, fire immunity
11th 7d8 +7/+2 +5 +5 +5 8+int  +2 wis greater erinyes powers 3/day
12th 7d8 +7/+2 +5 +5 +5   +2 cha, +2 con DR 10 (cold iron or good), erinye powers at will
13th 8d8 +8/+3 +6 +6 +6 8+int  +2 dex  
14th 8d8 +8/+3 +6 +6 +6   +2 str  
15th 9d8 +9/+4 +6 +6 +6 8+int  +2 wis,  
16th 9d8 +9/+4 +6 +6 +6   +2 cha Greater Erinyes Powers at will

 

Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor and shields. 

Spell-Like Abilities: The save DCs are Charisma-based.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level equal to the erinye’s class level). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Erinyes powers, leser (Sp): At 2nd level an erinyes can use animate rope, minor image and clairaudience/clairvoyance once per day. At 4th level it can use it three times per day and at 6th level and higher I can use the ability at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers (Sp): Beginning at level 8th an erinyes can use charm monster, true seeing and unholy blight once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers, Greater (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only) once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Spell resistance (Ex): 4 + class level

See in Darkness (Su): All batezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Wings (Ex): The erinyes have wings that give them fly 50 ft. (good). They can use their wings once per day at level 2, 3/day at level 4 and at will at level 6. The power of the wings lasts for 10 min/level. 

 

 

Edit:

The following changes has been made since the last draft:

  • Added level 11. I don't know how I forgot that one in the original draft.
  • Reworked the stat boosts to even them out more. 
  • Replaced the Tongues ability with an equal level spell (clairaudience/clairvoyance) and added it to the lesser power
  • Made greater teleport a greater power
  • Removed fly and replaced it with wings as per the rules

 

Overall, I'm pretty satisfied with the result. The only level that is sort of boring is level 14. 

mole75

mole75

My attempt at an Erinyes class

 


Erinyes class

The following assumptions have been made in the creation of this class:
Max level of class is HD + LA (9+7)
Uses the succubus class as a guideline for several abilities. 
Must end up at max level with more or less the same abilities as a MM (page 54) erinyes.
Only giving powers that the original creature has
Given lesser and normal powers at the same level as the succubus class.
The only thing that this class does not emulate is the feats. A MM Erinyes get 6 feats versus the 4 feats a 9 HD monster should get. 

 

 

Erinyes

Starting ability adjustments: Str +2, Con +2, Dex +2, Cha +2

Darkvision 60 ft.

Land speed 30 ft.

Automatic Languages: Infernal, Celestial, and Draconic.

Poison immunity

Favored class: Erinyes

 

Class skills: Concentration, Diplomacy, Escape Artist, Hide, Knowledge (any lore skill), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Use Rope 

 

Level Hit Dice Base Attack Fort Save Ref Save Will Save Skill points Ability mods Abilities
1st 1d8 +1 +2 +2 +2 (8+int)x4 - +1 natural armor, Resistances  (Fire 5, acid 5, cold 5)
2nd 2d8 +2 +3 +3 +3 8+int 

 +2 str

lesser erinyes powers 1/day, telepathy 100 ft, Wings 1/day
3rd 2d8 +2 +3 +3 +3   +2 con,  +2 wis +2 natural armor,
4th 3d8 +3 +3 +3 +3 8+int  +2 dex lesser erinye powers 3/day, erinyes powers 1/day, wings 3/day
5th 3d8 +3 +3 +3 +3  

+2 int, +2 str

+4 natural armor, greater erinyes powers 1/day
6th 4d8 +4 +4 +4 +4 8+int  +2 cha, +2 con DR 5 (Cold Iron or Good), lesser erinye powers at will, wings at will
7th 4d8 +4 +4 +4 +4   +2 dex,  +2 wis +6 natural armor, reisitance (fire 10, acid, 10, cold 10)
8th 5d8 +5 +4 +4 +4 8+int  +2 int, erinye powers 3/day
9th 6d8 +6/+1 +5 +5 +5 8+int  +2 cha, +2 con +8 natural armor, spell reistance
10th 6d8 +6/+1 +5 +5 +5   +2 str, +2 dex see in darkness, fire immunity
11th 7d8 +7/+2 +5 +5 +5 8+int  +2 wis greater erinyes powers 3/day
12th 7d8 +7/+2 +5 +5 +5   +2 cha, +2 con DR 10 (cold iron or good), erinye powers at will
13th 8d8 +8/+3 +6 +6 +6 8+int  +2 dex  
14th 8d8 +8/+3 +6 +6 +6   +2 str  
15th 9d8 +9/+4 +6 +6 +6 8+int  +2 wis,  
16th 9d8 +9/+4 +6 +6 +6   +2 cha Greater Erinyes Powers at will

 

Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor and shields. 

Spell-Like Abilities: The save DCs are Charisma-based.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level equal to the erinye’s class level). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Erinyes powers, leser (Sp): At 2nd level an erinyes can use animate rope, minor image and clairaudience/clairvoyance once per day. At 4th level it can use it three times per day and at 6th level and higher I can use the ability at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only), charm monster, true seeing and unholy blight once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers, Greater (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only) once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Spell resistance (Ex): 4 + class level

See in Darkness (Su): All batezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Wings (Ex): The erinyes have wings that give them fly 50 ft. (good). They can use their wings once per day at level 2, 3/day at level 4 and at will at level 6. The power of the wings lasts for 10 min/level. 

 

 

Edit:

The following changes has been made since the last draft:

  • Added level 11. I don't know how I forgot that one in the original draft.
  • Reworked the stat boosts to even them out more. 
  • Replaced the Tongues ability with an equal level spell (clairaudience/clairvoyance) and added it to the lesser power
  • Made greater teleport a greater power
  • Removed fly and replaced it with wings as per the rules

 

Overall, I'm pretty satisfied with the result. The only level that is sort of boring is level 14. 

mole75

mole75

My attempt at an Erinyes class

 


Erinyes class

The following assumptions have been made in the creation of this class:
Max level of class is HD + LA (9+7)
Uses the succubus class as a guideline for several abilities. 
Must end up at max level with more or less the same abilities as a MM (page 54) erinyes.
Only giving powers that the original creature has
Given lesser and normal powers at the same level as the succubus class.
The only thing that this class does not emulate is the feats. A MM Erinyes get 6 feats versus the 4 feats a 9 HD monster should get. 

 

 

Erinyes

Starting ability adjustments: Str +2, Con +2, Dex +2, Cha +2

Darkvision 60 ft.

Land speed 30 ft.

Automatic Languages: Infernal, Celestial, and Draconic.

Poison immunity

Favored class: Erinyes

 

Class skills: Concentration, Diplomacy, Escape Artist, Hide, Knowledge (any lore skill), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Use Rope 

 

Level Hit Dice Base Attack Fort Save Ref Save Will Save Skill points Ability mods Abilities
1st 1d8 +1 +2 +2 +2 (8+int)x4 - +1 natural armor, Resistances  (Fire 5, acid 5, cold 5)
2nd 2d8 +2 +3 +3 +3 8+int 

 +2 str

lesser erinyes powers 1/day, telepathy 100 ft, Wings 1/day
3rd 2d8 +2 +3 +3 +3   +2 con,  +2 wis natural armor, entangle
4th 3d8 +3 +3 +3 +3 8+int  +2 dex lesser erinye powers 3/day, erinyes powers 1/day, wings 3/day
5th 3d8 +3 +3 +3 +3  

+2 int, +2 str

+4 natural armor, greater erinyes powers 1/day
6th 4d8 +4 +4 +4 +4 8+int  +2 cha, +2 con DR 5 (Cold Iron or Good), lesser erinye powers at will, wings at will
7th 4d8 +4 +4 +4 +4   +2 dex,  +2 wis +6 natural armor, reisitance (fire 10, acid, 10, cold 10)
8th 5d8 +5 +4 +4 +4 8+int  +2 int, erinye powers 3/day
9th 6d8 +6/+1 +5 +5 +5 8+int  +2 cha, +2 con +8 natural armor, spell reistance
10th 6d8 +6/+1 +5 +5 +5   +2 str, +2 dex see in darkness, fire immunity
11th 7d8 +7/+2 +5 +5 +5 8+int  +2 wis greater erinyes powers 3/day
12th 7d8 +7/+2 +5 +5 +5   +2 cha, +2 con DR 10 (cold iron or good), erinye powers at will
13th 8d8 +8/+3 +6 +6 +6 8+int  +2 dex  
14th 8d8 +8/+3 +6 +6 +6   +2 str  
15th 9d8 +9/+4 +6 +6 +6 8+int  +2 wis,  
16th 9d8 +9/+4 +6 +6 +6   +2 cha Greater Erinyes Powers at will

 

Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor and shields. 

Spell-Like Abilities: The save DCs are Charisma-based.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level equal to the erinye’s class level). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Erinyes powers, leser (Sp): At 2nd level an erinyes can use minor image and clairaudience/clairvoyance once per day. At 4th level it can use it three times per day and at 6th level and higher I can use the ability at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only), charm monster, true seeing and unholy blight once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers, Greater (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only) once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Spell resistance (Ex): 4 + class level

See in Darkness (Su): All batezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Wings (Ex): The erinyes have wings that give them fly 50 ft. (good). They can use their wings once per day at level 2, 3/day at level 4 and at will at level 6. The power of the wings lasts for 10 min/level. 

 

 

Edit:

The following changes has been made since the last draft:

  • Added level 11. I don't know how I forgot that one in the original draft.
  • Reworked the stat boosts to even them out more. 
  • Replaced the Tongues ability with an equal level spell (clairaudience/clairvoyance) and added it to the lesser power
  • Made greater teleport a greater power
  • Removed fly and replaced it with wings as per the rules

 

Overall, I'm pretty satisfied with the result. The only level that is sort of boring is level 14. 

mole75

mole75

My attempt at an Erinyes class

 


Erinyes class

The following assumptions have been made in the creation of this class:
Max level of class is HD + LA (9+7)
Uses the succubus class as a guideline for several abilities. 
Must end up at max level with more or less the same abilities as a MM (page 54) erinyes.
Only giving powers that the original creature has
Given lesser and normal powers at the same level as the succubus class.
The only thing that this class does not emulate is the feats. A MM Erinyes get 6 feats versus the 4 feats a 9 HD monster should get. 

 

 

Erinyes

Starting ability adjustments: Str +2, Con +2, Dex +2, Cha +2

Darkvision 60 ft.

Land speed 30 ft.

Automatic Languages: Infernal, Celestial, and Draconic.

Poison immunity

Favored class: Erinyes

 

Class skills: Concentration, Diplomacy, Escape Artist, Hide, Knowledge (any lore skill), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Use Rope 

 

Level Hit Dice Base Attack Fort Save Ref Save Will Save Skill points Ability mods Abilities
1st 1d8 +1 +2 +2 +2 (8+int)x4 - +1 natural armor, Resistances  (Fire 5, acid 5, cold 5), tongues
2nd 2d8 +2 +3 +3 +3 8+int 

 +2 str

lesser erinyes powers 1/day, telepathy 100 ft, Wings 1/day
3rd 2d8 +2 +3 +3 +3   +2 con,  +2 wis natural armor, entangle
4th 3d8 +3 +3 +3 +3 8+int  +2 dex lesser erinye powers 3/day, erinyes powers 1/day, wings 3/day
5th 3d8 +3 +3 +3 +3  

+2 int, +2 str

+4 natural armor, greater erinyes powers 1/day
6th 4d8 +4 +4 +4 +4 8+int  +2 cha, +2 con DR 5 (Cold Iron or Good), lesser erinye powers at will, wings at will
7th 4d8 +4 +4 +4 +4   +2 dex,  +2 wis +6 natural armor, reisitance (fire 10, acid, 10, cold 10)
8th 5d8 +5 +4 +4 +4 8+int  +2 int, erinye powers 3/day
9th 6d8 +6/+1 +5 +5 +5 8+int  +2 cha, +2 con +8 natural armor, spell reistance
10th 6d8 +6/+1 +5 +5 +5   +2 str, +2 dex see in darkness, fire immunity
11th 7d8 +7/+2 +5 +5 +5 8+int  +2 wis greater erinyes powers 3/day
12th 7d8 +7/+2 +5 +5 +5   +2 cha, +2 con DR 10 (cold iron or good), erinye powers at will
13th 8d8 +8/+3 +6 +6 +6 8+int  +2 dex  
14th 8d8 +8/+3 +6 +6 +6   +2 str  
15th 9d8 +9/+4 +6 +6 +6 8+int  +2 wis,  
16th 9d8 +9/+4 +6 +6 +6   +2 cha Greater Erinyes Powers at will

 

Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor and shields. 

Spell-Like Abilities: The save DCs are Charisma-based.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level equal to the erinye’s class level). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Erinyes powers, leser (Sp): At 2nd level an erinyes can use minor image and clairaudience/clairvoyance once per day. At 4th level it can use it three times per day and at 6th level and higher I can use the ability at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only), charm monster, true seeing and unholy blight once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers, Greater (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only) once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Spell resistance (Ex): 4 + class level

See in Darkness (Su): All batezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Wings (Ex): The erinyes have wings that give them fly 50 ft. (good). They can use their wings once per day at level 2, 3/day at level 4 and at will at level 6. The power of the wings lasts for 10 min/level. 

 

 

Edit:

The following changes has been made since the last draft:

  • Added level 11. I don't know how I forgot that one in the original draft.
  • Reworked the stat boosts to even them out more. 
  • Replaced the Tongues ability with an equal level spell (clairaudience/clairvoyance) and added it to the lesser power
  • Made greater teleport a greater power
  • Removed fly and replaced it with wings as per the rules

 

Overall, I'm pretty satisfied with the result. The only level that is sort of boring is level 14. 

mole75

mole75

My attempt at an Erinyes class

 


Erinyes class

The following assumptions have been made in the creation of this class:
Max level of class is HD + LA (9+7)
Uses the succubus class as a guideline for several abilities. 
Must end up at max level with more or less the same abilities as a MM (page 54) erinyes.
Only giving powers that the original creature has
Given lesser and normal powers at the same level as the succubus class.
The only thing that this class does not emulate is the feats. A MM Erinyes get 6 feats versus the 4 feats a 9 HD monster should get. 


Starting ability adjustments: str +2, con +2, dex +2, cha +2
Darkvision 60 ft.
Land speed 30 ft.
Automatic Languages: Infernal, Celestial, and Draconic.
Poison immunity
Favored class: Erinyes

Class skills: Concentration, Diplomacy, Escape Artist, Hide, Knowledge, Listen, Move Silently, Search, Sense Motive, Spot, Survival, Use Rope 


1st    1d8    +1    +2    +2    +2    (8+int)x4    +1 natural armor, Resistances  (Fire 5, acid 5, cold 5), tongues
2nd    2d8    +2    +3    +3    +3    8+int         +2 wis, +2 str, lesser erinyes powers 1/day, telepathy 100 ft
3rd    2d8    +2    +3    +3    +3    -        +2 con, +2 natural armor, entangle
4th    3d8    +3    +3    +3    +3    8+int        +2 str, fly 50 ft. (good), lesser erinye powers 3/day
5th    3d8    +3    +3    +3    +3    -        +2 wis. +2 dex, +4 natural armor
6th    4d8    +4    +4    +4    +4    8+int        +2 cha, +2 con, DR 5 (Cold Iron or Good), lesser erinye powers at will
7th    4d8    +4    +4    +4    +4    -        +2 str, +6 natural armor, reisitance (fire 10, acid, 10, cold 10)
8th    5d8    +5    +4    +4    +4    8+int        +2 int, +2 dex, erinyes powers 1/day
9th    6d8    +6/+1    +5    +5    +5    8+int        +2 wis, +2 con, +8 natural armor, spell reistance
10th    6d8    +6/+1    +5    +5    +5    -        +2 str, see in darkness, fire immunity, erinye powers 3/day
12th    7d8    +7/+2    +5    +5    +5    8+int        +2 cha, +2 dex, DR 10 (cold iron or good), erinye powers at will
13th    8d8    +8/+3    +6    +6    +6    8+int        +2 int, +2 con, 
14th    8d8    +8/+3    +6    +6    +6    -        +2 wis, +2 str
15th    9d8    +9/+4    +6    +6    +6    8+int        +2 dex
16th    9d8    +9/+4    +6    +6    +6    -        +4 cha, true seeing

Weapon and Armor Proficiency: Erinyes are proficient with all simple and martial weapons, but not with armor and shields. 

Spell-Like Abilities: The save DCs are Charisma-based.

Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level equal to the erinye’s class level). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.

Lesser Erinyes power (Sp): At 2nd level an erinyes can use minor image once per day. At 4th level it can use it three times per day and at 6th level and higher I can use the ability at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Erinyes Powers (Sp): Beginning at level 8th an erinyes can use greater teleport (self plus 50 pounds of objects only), charm monster, minor image and unholy blight once per day. At 10th level it can use these powers three times per day and at 12th level at will. An erinyes’ caster level for all spell-like abilities is equal to its class level. 

Spell resistance (Ex): 4 + class level

See in Darkness (Su): All batezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Tongues: (Su) An erinyes can speak with any creature that has a language. The erinyes' caster level for this effect is its Hit Dice from erinyes class levels x2. This ability is always active unless the erinyes chooses ot disable it as a free action. The effect can be dispelled, but the erinyes can create it again on its next turn as a free action. 

True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level equal to the erinyes' class level).
 

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