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2010-04-13, 12:23 AM (ISO 8601)
- Join Date
- Apr 2010
[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
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
SpoilerCode:-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-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.