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    Dwarf in the Playground
    Join Date
    Apr 2010

    Default [PFRPG] Monster Classes; Adapting Creatures for Player Use

    I finally got an account here, though I've been lurking here for years.

    After seeing the 3.5 thread for this, I thought I'd post one that I did for Pathfinder a while back.

    I'm open to suggestions for improvements, as well as possible capstone abilities and whatnot.

    All suggestions welcome. The 3.5 thread has some great Ideas. I wrote this over a year ago, but it seemed like a good time/place to post it.

    Here are the Design Goals (at least the ones *I* have):
    1. All classes gain BAB/HD/Skills/Feats/Ability Bonuses like form any normal class levels.
    2. Classes should be accessible at level 1. (Arcana Evolved Style)
    3. Power level should be comparable to Pathfinder Classes/Base Races.
    4. They should get the same sorts of abilites as the monsters do, roughly.
    5. Acquired Templates should be something a DM can grant in the middle of a session without giving the PC in question a level.


    For every Monstrous Race:

    Base Race: This is on par with all other races. You need this one to qualify for the Monster Class. If a race has drawbacks as well as positives, you take all of those up front.
    Level Progression: You gain levels, which are set to be the same power level as player races.

    For Acquired Templates:
    A) If Possible - a Template that has negatives equaling positives. This works for things like Vampire, which have a large number of drawbacks. You can apply the template to a creature and not have to worry about changing the player's CR.
    B) Else - Like you've done here, with the stipulation that the player gaining the template loses a level (if the template was forced on them), or that it lays dormant until they gain a level and they HAVE to take the first level in the template class.

    For Inherited Templates:
    Like above, except they obviously cant start at level -1.

    As General Guidelines:
    Immunities: Turned into resistances/save bonuses unless it was completely illogical to do so, for the sake of making it playable. The amount sometimes scaled up into immunity at the high end of the CR, but not usually.
    DR: Tried to limit DR by character level. A third level character with DR 10 is a huge problem.
    SR: As above. It needs to be limited. Some of them started with a Dwarf-like magic resistance which turns into SR later.
    At Will: Most of these become x/day, which increase.
    For spell-like monsters, Casts as X is a good approach.

    I used Upper Krust's CR Guide for estimates on pricing things. They aren't perfect, but they do give a good rough estimate to start from, and tweak from there.http://www.enworld.org/forum/d-d-leg...ml#post2289968


    Satyr (No Pipes):

    Stats
    Spoiler
    Show

    Code:
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Satyr Playable Character=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~>>Base Race<<~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Satyr:
    Low-Light Vision						+0.10
    +2 Stealth, Perform, Perception					+0.12
    +2 Cha								+0.20
    Head Butt							+0.175
    Speed: 40 Feet							+0.10
    								------
    								+0.695
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~>>Base Class<<~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Satyr:
    
    Level		Abilities				Value		Total Value
    1		+2 Dex, +2 Wis, +2 Natural Armor, 
    		DR 2/cold Iron, +1 Stealth, 
    		+1 Perform, +2 Perception		.68668		1.29128
    2		+2 con, +2 Int, +4 Natural Armor, 
    		DR 5/cold Iron, +1 Stealth,
    		+1 Perform, +2 Perception		.690002		2.58587


    Details about how I pieced it together
    Spoiler
    Show
    Code:
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Satyr Design Breakdown=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    Standard Average 3.5e Class Power
    01 level	= 1.1672
    02 levels	= 2.3344
    03 levels	= 3.5016
    04 levels	= 4.6688
    05 levels	= 5.836
    06 levels	= 7.0032
    07 levels	= 8.1704
    08 levels	= 9.3376
    09 levels	= 10.5048
    10 levels	= 11.672
    11 levels	= 12.8392
    12 levels	= 14.0064
    13 levels	= 15.1736
    14 levels	= 16.3408
    15 levels	= 17.508
    16 levels	= 18.6752
    17 levels	= 19.8424
    18 levels	= 21.0096
    19 levels	= 22.1768
    20 levels	= 23.344
    
    Develop the Base Race:
    	Take all weaknesses.
    	Remove as many Absolutes and Immunities as possible.
    	Add basic movement types, vision abilities, and natural attacks.
    	Add other abilities until reaching .5-.7 CR (Pathfinder Race Power Range)
    
    Develop the Base Class:
    	Determine the Base Level Quantity:
    		Figure in the Attack Score Increases
    		Number of Attacks
    		Standard Feats
    		Saves
    		BAB
    		Skill Points
    		Class Skills
    		and other things that increase by level.
    	Take all remaining abilities and cost them out. 
    		These Will be your class abilities.
    	Start from the class abilities, and add Base Level Quantity.
    	Continue to add BLQ until being close to standard power level.
    	If you need to adjust it to make it fit the power level better, 
    	try increasing HD or skills.
    	
    
    Statics:
    Ability Point Mods:	+2 Dex, +2 Con, +2 Int, +2 Wisdom, +2 Cha	+1.00
    Speed:			40ft						+0.10
    Low Light Vision							+0.10
    +4 Stealth, Perform, Perception						+0.24
    Alertness								+0.18
    +4 Natural Armor							+0.4
    Head Butt: 1d6								+0.175
    DR 5/ Cold Iron								+0.01667
    									--------
    									+2.21167
    Base Race:
    Low-Light Vision						+0.10
    +2 Stealth, Perform, Perception					+0.12
    +2 Cha								+0.20
    Head Butt							+0.175
    Speed: 40 Feet							+0.10
    								------
    								+0.695
    
    Base Level Quantity:
    Ability Score Increases:					+0.05
    Attacks:							+0.0375
    BAB:								+0.1
    Standard Feats:							+0.0766
    d8 HD								+0.1165
    Bad Fort							+0.03
    Good Fort							+0.06
    Good Will							+0.06
    Skills: 6 + Int							+0.069
    Skills: Bluff, Knowledge (Nature), Perform, Stealth, Perception	+0.005
    								-------------
    								+0.6046/Level
    
    Class Abilities:
    Ability Point Mods:	+2 Dex, +2 Con, +2 Int, +2 Wisdom	+0.80
    +2 Stealth, Perform						+0.08
    +4 Perception							+0.08
    +4 Natural Armor						+0.4
    DR 5/ Cold Iron							+0.01667/2
    								--------
    								+1.37667


    Thoughts Comments?
    Last edited by Darkholme; 2010-04-13 at 01:58 AM.

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