Monsters with class levels:
- slimykuotoan
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Monsters with class levels:
This' carried over from the d20 conversion threads.
How do you guys handle this...if at all?
How do you guys handle this...if at all?
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
- gideon_thorne
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Re: Monsters with class levels:
Best method I've seen, for each 'level' of a class a creature has, increase their # of HD by 1. This, of course, accompanying all the class abilities.
Another method might be a variation on that theme, and use the revised CZ background skills.
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Another method might be a variation on that theme, and use the revised CZ background skills.
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Philotomy Jurament
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Usually, I don't bother. I modify the hit dice to the appropriate power-level and give the monster whatever special abilities it needs to fill its role. I think classes are there to guide character development and advancement. Monsters don't need rules for that, IMO.
I find this approach saves me a lot of time and trouble, and accomplishes the same end.
You can do the same thing with NPCs. (For example, a "0-level" tailor who has practiced knife-throwing and can hurl daggers like a 4th level fighter.) They don't need to follow the same rules that PCs do.
I find this approach saves me a lot of time and trouble, and accomplishes the same end.
You can do the same thing with NPCs. (For example, a "0-level" tailor who has practiced knife-throwing and can hurl daggers like a 4th level fighter.) They don't need to follow the same rules that PCs do.
Do you think when 'levelling up' a monster, you should keep the class hit dice?
IE: let's say I've got a horde of orcs, and I want to make two of them a little tougher. I'm going to make one a third level fighter (the leader) and one a 2nd level wizard (a shaman, or something). When levelling them up, should I give the fighter (Base Orc HD+3d10) HP and the wizard (Base Orc HD+2d4) HP?
IE: let's say I've got a horde of orcs, and I want to make two of them a little tougher. I'm going to make one a third level fighter (the leader) and one a 2nd level wizard (a shaman, or something). When levelling them up, should I give the fighter (Base Orc HD+3d10) HP and the wizard (Base Orc HD+2d4) HP?
- Julian Grimm
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I use class HD, monster abilities, the class ability for that level and adjust primes and XP accordingly. This works for lower level monsters like orcs and such with one HD. However higher monsters I haven't dealt with yet.
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I use "Complete Humanoids" from 2E.
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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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Sounds obvious to me! -Gm Michael
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Julian Grimm wrote:
I use class HD, monster abilities, the class ability for that level and adjust primes and XP accordingly. This works for lower level monsters like orcs and such with one HD. However higher monsters I haven't dealt with yet.
When you say 'adjust primes', do you mean just switch from "Physical" to "Mental" (IE: in the case of making an Orc wizard)? Or do it more granularly than that?
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zomben wrote:
When you say 'adjust primes', do you mean just switch from "Physical" to "Mental" (IE: in the case of making an Orc wizard)? Or do it more granularly than that?
Exactly. Of course I'm also known to mixing up stats on monsters just for fun as well but that is the basic idea.
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Philotomy Jurament wrote:
Usually, I don't bother. I modify the hit dice to the appropriate power-level and give the monster whatever special abilities it needs to fill its role. I think classes are there to guide character development and advancement. Monsters don't need rules for that, IMO.
Same here.
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- DangerDwarf
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zomben wrote:
When you say 'adjust primes', do you mean just switch from "Physical" to "Mental" (IE: in the case of making an Orc wizard)? Or do it more granularly than that?
I generally don't even adjust the prime.
Orc wizard? Still P prime.
1. It does nothing whatsoever to affect his magic using ability.
2. Makes him more exotic. Yeah he's a wizard, but he's still a brute of an orc that can snap your neck if he flies into a rage.
DangerDwarf wrote:
I generally don't even adjust the prime.
Orc wizard? Still P prime.
1. It does nothing whatsoever to affect his magic using ability.
2. Makes him more exotic. Yeah he's a wizard, but he's still a brute of an orc that can snap your neck if he flies into a rage.
Or you could really beef him up and give him both P & M primes, his natural orc physical abilities and the mental ones he's developed in his mystical studies.
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Philotomy Jurament
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DangerDwarf wrote:
He is physically superior to most wizards, and while still capable mentally (he did learn the tenets of wizardry after all) his savage mind is still more vulnerable to mind altering magics and trickery.
I find that most orcs are vulnerable to a mind altering hammer-stroke, too...even if they are physical prime... :spoken in my 'gruff dwarf' voice:
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- DangerDwarf
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- DangerDwarf
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zomben wrote:
Do you think when 'levelling up' a monster, you should keep the class hit dice?
I generally do not keep the class hit dice.
For example of how I do it, in another post I had talked about giant wizards. A fire giant generally has 14d8HD.
If I wanted him to have wizard abilities I'd change his HD type to d6 and let him cast as a wizard, as long as it wasn't above the spell casting ability of a 14th level wizard. If I wanted him to be an 18th level wizard, I'd give him 18d6 HD.
Orcs? Same way. D6's as orcs are tough and I don't actually bother giving him "levels" anyway. I might mimic the abilities of a 3rd level class but I still dont "raise them levels".
Here is an ad for it:
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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
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
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- Omote
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I think it's just as simple to pick a monster out of the M&T, and give it a certain # of class levels out of the PHB. Take an orc, and give him 5 levels of wizard. The orc's base abilities are described in the M&T, give him an additional 5d4 HP, plus all the goodness associated with the wizard class up to 5th level. XP would them be determined by using the chart on page 6 of the M&T. In this example, the orc now has 6 HD (base 120XP + 6HP per HP), plus Special I XP bonus of 60XP.]
Simple and it follows the rules of the C&C game exactly.
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Simple and it follows the rules of the C&C game exactly.
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- DangerDwarf
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Omote wrote:
I think it's just as simple to pick a monster out of the M&T, and give it a certain # of class levels out of the PHB. Take an orc, and give him 5 levels of wizard. The orc's base abilities are described in the M&T, give him an additional 5d4 HP, plus all the goodness associated with the wizard class up to 5th level. XP would them be determined by using the chart on page 6 of the M&T. In this example, the orc now has 6 HD (base 120XP + 6HP per HP), plus Special I XP bonus of 60XP.]
Simple and it follows the rules of the C&C game exactly.
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My dislike for that method is a minor one.
You take a 1HD orc, then add 5 levels of wizard making him a 6HD creature.
How come I can't take the base stats of a human from M&T add a class level and start with a 2HD 1st level character?
I prefer replacing instead of adding when it comes to critters. Or, modifying. Just throwing on top doesn't make much sense to me.
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I hear what you're saying DD, and a part of that makes real good sense. However, as stated a thousand times by our own distinguised Serleran, "monsters" and PCs are not based on the same design model. The human "monster" in the M&T is designed to be stat'd for an encounter where class is not appropriate.
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- Julian Grimm
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Why not just stat the monster as a monster with class abilities and HD?
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- DangerDwarf
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Omote wrote:
I hear what you're saying DD, and a part of that makes real good sense. However, as stated a thousand times by our own distinguised Serleran, "monsters" and PCs are not based on the same design model.
I agree 100% and have stated it myself in one form or another many times on these forums. But like I said I prefer replacement or modifications more than I do just throwing "levels" on top of a monster.
My 5th level orc wizard? M&T stat format, 5d6HD, wizard abilities thrown in. I went for 6 because as a hulking brute orc with a physical prime, he's like a bit more durable than your average wiz.
It's more intuitive for me to build that way and seems less cumbersome. Or, as JG said, why not build it with 5d4 and give the class abilities. Thats more intuitive for me as well.
I prefer to replace racial HD with "class" HD when building a critter with a class. Just "adding to" the racial HD never did set well with me for sme reason.
- DangerDwarf
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Also, you have to remember too, that with the SIEGE engine, by artificially inflating the HD of a creature you are affecting alot more than his HP's. You are increasing his saves, increasing the difficulty of his opponents resisting his spells, increasing his BtH, etc.
By making a 5th level orc wizard have 1d8 + 5d4 HD you are creating a 5th level wizard with the spell strength of a 6th level wizard when the party gets blasted by his spells.
By making a 5th level orc wizard have 1d8 + 5d4 HD you are creating a 5th level wizard with the spell strength of a 6th level wizard when the party gets blasted by his spells.
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I agree 100% and have stated it myself in one form or another many times on these forums. But like I said I prefer replacement or modifications more than I do just throwing "levels" on top of a monster.
Funny. Sounds exactly like what I've been saying the entire time, yet, was argued against with vehemence. Its much easier to do "replacement" and makes much more sense, in some cases, anyway... oh well. Vindication!