User blog:Corelie/Mamono transformation stat for D&D Pathfinder and 3.5

Preface
First and foremost Pathfinder has always used templates when it came to transformation into monsters from the vampire to the half dragon. As a result i will now try to put down on pen and paper for all possible stats of mamono so to give them realitisc stat modifier in a Dungeon and Dragon Pathfinder game. Since monsters are before anything else for most of the time people who used to be humans they are handed down as templates wich to apply above a human character base statistics. Bellow is actualy prety much all you need to start playing pathfinder in your favorite mamono world as prety much all the monster girls are humans with class level and special ability wearing a template like a dress up so go ahead and make your monsters like you would make a regular character before adding these afterward.



Monsters are strong!
It doesnt mather how much you look at it Monster are and will always be stronguer then your standard humans not only because they are monster but also because most monster will retain and use any if not all of most ability they had as a human including spellcasting and fighting training. As such a level 20 warrior who became a dullahan not only has all of its ability and class feature as a warrior but also all of the feature of the dullahan. Monsters come in various degree of powers and as such it is simply normal for them to be classified by effective character level. When comparing a monster OC to a human OC always calculate both their bonus -Effective Character Level- and -Character Level- combined versus the actual level of the human player to determine what monster is to powerfull for a human player to meet or fight. Keep note that monsters will for most of them have deadly abilities unavaillable to human OC and as such even by stat standard a monster level 10 witch will likely be stronguer then a level 10 human wizard because of her improved spellcaster level and so on for this reason a level 10 witch wouldnt be considered a level 10 but rather a level 13. Effective character level reduce the amount of experiance a player gains from leveling the number of ECL x 10% meaning that a mamono will always level way slower then a human would.

Fame the danger versus reward system
A character may aquire fame by battling some extremely strong monsters and defeating them. Fame increase monster dice challange rating by 1 per fame point when your fighting monster. Defeating a monster higher then level 10 will always gives 1 fame point. You will lose 1 fame point per hour but the more fame point you have the lesser the cost of items in the order town. All price are reduced by 5% for each fame point you possess.

Templates for non monster behing a hero
It is possible for a character to be as strong as a monster witheout becoming one by actualy achieving the Hero template. Hero is a template that can be aquired by a character working in the order and of at least level 10. Aquiring such a template will increase your effective character level by 1 as well as permanantly increasing your fame by 1 but give you additionnal resiliance and monster slaying abilities making you able to fight fire with fire. A hero gains a +2 bonus to all of its stat and his ECL is added to his character level when determining what kind of monster she may turn into and encounter monster level for monster encounter. All hero gains as well a +2 bonus to all of their saves when resisting special ability and magical effect from monsters. Heroes also are considered 2 caster level higher when determining the power of their spells. Should a hero become a fallen hero it conserves all these class feature including the caster level increase and the stat boost to its base attribute.

Mythic hero
A hero can grow even further in power then a regular character by achieving mythic tiers a mythic hero gain mythic tier at the rate of one per two character level post level 10 gaining its first tier upon becoming a hero up to a max of 6 mythic tier at level 20 (further tier will require the player to achieve specific goals). Each tier gained will also increase the hero ECL increase by 1 as well as permanantly increasing your fame by 1 up to a maximum of +6 ECL and fame at level 20. Keep in mind Mythic tier are optionnal and player may chose not to take them as well as the ECL and fame increase.

Monsterisation level for high level monsters
Anyone can become what he wants by achieving a certain degree of potential. Becoming a specific monster will require specific circonstances to play out. For instance only a Lilim could actualy transform a player OC into a baphomet and only if the player has a child like appearance and or is below a certain age... not to mention the character will at least need to have reached the 15th level in a spellcasting class. Bellow i will write required character level requirement for most high grade monsterisation. By definition most monsterisation will only increase your effective character level by 1 the only exeption to this are the kitsunes breeds as their ECL rises up by 1 for every two tails they attain easily making them for the easiest high challenge monster to turn into.

Monsterisation table
Every character from the lowliest imp to the allmighty lilim possess class levels those levels determine their actual power, There is no such thing as a monster witheout a class level. The base stat of a human character are added to the fellowing stats to determine its actual stats as a monster. Keep in mind that half breed character such as half elves only gain the stats of mamono they turn into and dont gain the bonuses of the corrupted elve however half elves character gain the ability to wield any elven proficiency weapon they used before transforming into mamono such as half werewolves and half dragon, However all half elves character are always 1 ECL higher then normal human characters no mather if they turn into mamono or not.

Note about monsters ability:

As in their entry note monster who posess a special ability may use it in battle. Depending on the type of ability the difficulty check to resist such ability will be based on fortitude for venoms and poison, Will power for charms and spells, and Reflex for grapples. A monster ability difficulty check is equal to 10 + the monster effective character level. Some monsters have increased caster level and when calculating the damage of their spells are considered as having their spellcaster level as well as their monster Caster level increase. As a general rule a monster having a special ability will always be considered at least 1 ECL higher then normal the base ECL of a monster behing 1.

List of monster ability

Amorphous: This monster can slide in any space molding its body according to its need, Having no solid form such monsters are immunized to physical weaponry altrought magic do can destroy them.

Aura: This Creature has a powerfull aura inducing mental effect wich once per round cause all targets in a 60ft range upon a failed willpower save to become fascinated and head toward the monster stoping all agressive actions. A character under the effect of aura can attempt to break trought the condition with a successful willpower check DC 10+Charisma modifier+Half of the total effective character level.

Blood drain: While maintaining a grapple this monster can drain spirit energy trought a natural weapon attack effectively doing twice the physical damage dealth as demonic energy damage.

Burrow: this creature can move under the surface of the ground/sand

Constrict: This creature can on a successful grapple use a tentacle or tail attack

Cursed touch: This creature deals 1d10 demonic energy damage (willpower DC 15+HD to negate the damage once per zoning square) once per Zoning Square via a Curse effect, should the curse reduce the victim Spirit energy reserve to 0 it turns into the species who bestowed the curse. The curse activate upon a successful attack and is permanant or until a remove curse is applied to the target. The curse last a number of zoning equal to the Mamono actual Hit Dice. This ability is only effective on female.

Elemental weapon: This monster can use a breath or a energy weapon attack (60ft cone or 120ft line) once per 1d4 round for 1d6 per class level, this attack is resolved as a ranged touch attack.

Elemental Affinity: Such monster are immune to whatever element is within their description furthermore they gain a +4 bonus to spellcasting DC of spells and offensive ability tied their element

Elemental resistance: Some monsters have increased resistance to energy

Fast healing: A monster with this ability has health regeneration per round.

Flight: This monster got a flight speed equal to its base movement speed

Gaze: This monster gaze cause paralisis for 1d4 round on a failed willpower save DC 15+charisma modifier

Grapple: This creature can perform grapple attack on a successful strike. further attack done automaticaly hit for as long as a grapple is maintained

Huge size: Exclusive to a few rare monsters these creatures reach huge size when they aint diminishing themselves in size for the act.

Large size: This monster is way bigger then normal

Natural armor bonus: This creature gains a bonus to natural armor

Damage reduction: This creature gains a bonus to damage reduction

Martial art: This creature has an innate affinity for martial art, Character with monk level gain their ECL increase for the purpose of determining the effect of any monk or ninja ability they may have

Mindbreak: Monsters with this ability can upon a successfully maintained grapple deal 1d10 Demonic energy damage per round to their target

Mummy Curse: An ability exclusive to the Anubis this touch spell deals 1d6 demonic energy damage per Zoning Square and turns the target into a mummy upon its score reaching 0 it is considered a spell level 2.

Poison: This monster is venomous and upon dealing damage with a bite or claw attack will cause 1d8 demonic energy damage over 2 round per ECL increase on a failed fortitude save.

Primordial form: An ability exclusive to dragons and its subspecies a draconic creature can assume the form from before the current demon lord reign becoming one size larger and gaining increased damage and armor. While in primordial form a dragon gains an additionnal bonus to its armor class strenght score, constitution score and natural armor equal to 1.5x half of its CR. While in this form a dragon can't use weapon and armor. this is a polymorph type spell like and as such doesnt stack with ability of the same type to determine the size and power of the final result. The dragon also gains frightful presence as by the ability with a willpower DC equal to 10 + its total CR.

Questioning: This ability is similar to a Dominate person spell only in the fact that it will always succeed and its result is determined by the outcome of the question weither the target answer right or wrong. This ability is availlable only to the sphinx.

Seductive: This monster may add her charisma as dodge armor

Small size: This monster is considered as size small

Spirit wound: Attack dealth by this monster damage a foe spirit energy as if using a demon silver weapon effectively dealing the damage dice as well as the full physical score modifier as Demonic energy damage.

Swallow whole: A sandwurm successfully performing a bite attack can instead decide to swallow her opponent whole inflicting damage as bite and demonic energy damage per round as if initiating body contact.

Tauric: This creature has a Taur like body using weapon as a character of size medium but using natural attacks and having the defence and stealth penality of a large creature.

Undead: Undead have no constitution score it is considered as 0 for all purpose. They fail all fortitude save by default but have poison paralisis and mental effect immunity. When calculating their health they use their charisma in place of their constitution score.

Waterbreathing: This creature can effectively live indefinitively Underwater.

Weaponmaster: This creature has a special affinity for a specific weapon is always considered proficient with said weapon and gains a +4 damage increase on its use as if possessing the fighter feats Weapon specialisation and weapon specialisation greater.

Web: The signature move of arachne species this monster can shoot web as a swift action each 1d4 round entangling foe indefinitively DC 10+HD reflex/strenght to avoid/get out.

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