Class-ic Monsters

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CharlieRock
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Class-ic Monsters

Post by CharlieRock »

How do you guys add class levels to monsters?

I know a few good reasons why; to make the archtypical orc shaman, or drow priestess/cleric, or goblin rogues, etc.

The way I been doodling with is just add the class abilities according to the level I want and giving a slight bonus to the class prime:

Class level/ Prime attribute bonus

1-4 +1

5-8 +2

9-12 +3, +1 to one other

Also, adjust HD to reflect the added "level(s)"
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Treebore
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Post by Treebore »

I just add levels. I treat their race as "freebies" due to their race simply being so powerful to begin with, like in the case of giants.

Still, like my dual classing rules, they don't gain any HP's until their class level exceeds their "racial HD". Nor do they gain a higher BtH. Or a higher level bonus to their saves. Their "class" is still catching up to their racial prowess in these areas.

Still, with races like Ogres, giants, and such, I treat their HD/race as a "fighter race". So Fighter would "stack" for those.

Guess I should write this all down, but I "wing it" so much of the time it feels like too much effort.
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DangerDwarf
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Post by DangerDwarf »

Keep the base M&T write up, adjust HD to desire, add whatever class abilities you want (mix and match if you desire) then adjust the XP value.

serleran
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Post by serleran »

Just do whatever I want, and screw making it follow any "rules."

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Post by Treebore »

serleran wrote:
Just do whatever I want, and screw making it follow any "rules."

I follow "my rules", so I am consistant with my players.
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The Ruby Lord, Earl of the Society

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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Yamo
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Post by Yamo »

serleran wrote:
Just do whatever I want, and screw making it follow any "rules."

Basically, yeah.

I would just say "casts spells as a 5th level wizard" or "4th level assassin abilities" or whatever. Detailed systems for this kind of thing seem like a waste of time to me.

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Post by BASH MAN »

Decide what level the caster is. Increase HD to that number (but leave HD type the same as the base monster). So Level 3 orc shaman is 3d8HD, and a level 7 goblin shaman is 7d6 hd.

They get an addional asterisk for experience since they have casting abilities of a mage/cleric/both of their HD. They lose none of their fighting abilities for this. Essentially, they are like chieftans but can also cast spells! Of course, Chieftains usually have higher HD than the shamans...
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CharlieRock
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Post by CharlieRock »

BASH MAN wrote:
Decide what level the caster is. Increase HD to that number (but leave HD type the same as the base monster). So Level 3 orc shaman is 3d8HD, and a level 7 goblin shaman is 7d6 hd.

They get an addional asterisk for experience since they have casting abilities of a mage/cleric/both of their HD. They lose none of their fighting abilities for this. Essentially, they are like chieftans but can also cast spells! Of course, Chieftains usually have higher HD than the shamans...

Yeah, thats pretty much the way I was picturing it. I usually add one of these guys per group that the characters run into.
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Omote
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Post by Omote »

I just simply add class levels from the C&C PHB, and adjust the HD and Special Ability XP per the chart in the M&T book. Has worked nearly perfectly every time.

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Philotomy Jurament
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Post by Philotomy Jurament »

I say "casts spells as an X level whatever." I don't bother with advancement or "build" rules for enemies -- they aren't there to advance. I just give them whatever powers/abilities I think they should have.
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CharlieRock
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Post by CharlieRock »

One of the home rules we are using is the PC gets a point to add to any attribute at fourth levels. It's an idea everybody liked from another game. That's why I staged an advancement for the bad guys in the first post. Trying to scale attributes for the bad guys (if they have class levels, that is) so equivalent leveled adversaries don't roll over here.

Probably should have mentioned that, hmmm?
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