I just realized. I have something to post after all.
Lasher Monster Class
Art credit: James Ryman, Green Ronin Publishing
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HD: d8
Base Attack Bonus: Good
Good Saving Throws: Fortitude
Class Skills (and their key attributes): Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int), Knowledge (dungeoneering), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Skill Points per Level: 6+Int, x4 at first level
Proficiencies: All light armor, and all simple and martial weapons
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Features:
Lasher Body: The lasher loses all other racial features, and gains Monstrous Humanoid traits (basically darkvision 60 feet.) It is medium-sized and has a bite attack dealing 1d8+Str mod damage. A lasher counts as a dwarf for the purposes of prerequisites or magic items, and also as a roper if that would be useful to it somehow. All lashers have Roper as a language for free.
The lasher has a Natural Armor bonus to AC equal to its Constitution modifier minus 2.
Stat bonuses: At each level, the lasher gains bonuses to Strength and Constitution as listed below, ending up at +2 to both.
Level 1: +1 Con
Level 2: +1 Str
Level 3: +1 Str, +1 Con
Extend (Ex): The lasher is able to extend its fingers out to 10 feet, effectively extending its reach out by five feet. However, if it’s acting at range farther than 5 feet, it is has a -4 penalty to strength while doing so. At each additional level in this class, this reach improves by another 5 feet, and the strength penalty for acting at range greater than 5 feet is reduced by 2.
Roper Technique (Ex): At level 2, the lasher gains Improved Grapple feat. While grappling, you can move at 1/2 normal speed by dragging the creature you’re grappling along with you inside your space, and you can make bite attacks in place of unarmed attacks during a grapple.
Magiphobic Defences: A lasher is born fearing the magic of its creator, so any that live long quickly learn to evade magical influence and detection. At level 3, the lasher can re-roll saving throws against Mind-Affecting spells and effects Con/day.
At 7 HD, the lasher now has a bonus to saves against Mind-Affecting spells and effects equal to his half his Con modifier, and can also choose to re-roll saving throws against spells or effects replicating spells from the divination, illusion, and enchantment schools. These rerolls all draw from the same pool of uses per day.
At 13 HD, the lasher is now immune to Mind-Affecting spells and effects, and has a bonus to all saving throws against divination, illusion, and enchantment spells and effects replicating them equal to his half his Con modifier. He can now re-roll any Will saving throw against magical effects of any sort. As above, these rerolls still all draw from the same pool of uses per day.
At 19 HD, the lasher is now immune to spells and effects from the divination, illusion, and enchantment schools of magic. Magical methods of detection and location fail outright, illusions are noticed and seen through, and enchantments are shrugged off harmlessly.
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For reference, this was created using the D&D 3.5 ruleset, and the monster class design rules found here: http://www.minmaxboards.com/index.php?board=34.0. All credit for the idea of the Lasher goes to Green Ronin, specifically whoever there thought of it while writing Bastards and Bloodlines.











