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  1. - Top - End - #1
    Halfling in the Playground
     
    MindFlayer

    Join Date
    Jan 2012

    Default The Evolver - An Alternative to Level Adjustment

    The Evolver

    In a world with gigantic floating heads that shoot lasers from their eyes, venomous worms that can swallow an elephant whole, and of course the obligatory magical immortal flying firebreathing dinosaurs, the humans, demihumans, and other humanoids that through sheer numbers manage to survive despite their competition understandably want to have some of this power for their own. This is the goal which an evolver attempts to meet by magically mutating itself into a more powerful creature.
    Adventures, Characteristics, etc.: Not applicable. The whole purpose of becoming an evolver is to mutate yourself until you get the monster race you want and then go off to pursue a real class.

    GAME RULE INFORMATION
    Evolvers have the following game statistics.
    Abilities: The abilities important to an evolver depend on its current race.
    Alignment: Any.
    Hit Die: d8.
    Starting Gold: 2d4 × 10 gp.

    {table=head]
    Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
    1st | +0 | +2 | +2 | +2 | Evolution
    2nd | +1 | +3 | +3 | +3 | Evolution
    3rd | +2 | +3 | +3 | +3 | Evolution
    4th | +3 | +4 | +4 | +4 | Evolution
    5th | +3 | +4 | +4 | +4 | Evolution
    6th | +4 | +5 | +5 | +5 | Evolution
    7th | +5 | +5 | +5 | +5 | Evolution
    8th | +6/+1 | +6 | +6 | +6 | Evolution
    9th | +6/+1 | +6 | +6 | +6 | Evolution
    10th | +7/+2 | +7 | +7 | +7 | Evolution
    11th | +8/+3 | +7 | +7 | +7 | Evolution
    12th | +9/+4 | +8 | +8 | +8 | Evolution
    13th | +9/+4 | +8 | +8 | +8 | Evolution
    14th | +10/+5 | +9 | +9 | +9 | Evolution
    15th | +11/+6/+1 | +9 | +9 | +9 | Evolution
    16th | +12/+7/+2 | +10 | +10 | +10 | Evolution
    17th | +12/+7/+2 | +10 | +10 | +10 | Evolution
    18th | +13/+8/+3 | +11 | +11 | +11 | Evolution
    19th | +14/+9/+4 | +11 | +11 | +11 | Evolution
    20th | +15/+10/+5 | +12 | +12 | +12 | Evolution
    [/table]

    Class Skills
    The evolver’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
    Skill Points at 1st Level: (4 + Int modifier) × 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Class Features
    All of the following are class features of the evolver.
    Weapon and Armor Proficiency: Evolvers are proficient with all simple weapons. They are not proficient with any type of armor or shield.
    Racial Hit Dice: Levels in the evolver class or any of the evolver's other classes are treated as racial Hit Dice, and the caster level for each of its racial abilities with a caster level is equal to its combined levels in all classes or the normal caster level of the ability, whichever is higher. In addition, the evolver class always counts as a favored class.
    Evolution: At 1st level, and every level thereafter, an evolver chooses one monster race with an evolution rating no greater than its evolver level. The evolution rating of a monster race is equal to its level adjustment plus 3/4 of its Hit Dice (if an aberration, construct, elemental, fey, giant, humanoid, monstrous humanoid, ooze, plant, or undead creature), 2/3 of its Hit Dice (if a magical beast) or 1/2 of its Hit Dice (if a dragon or outsider). The evolver becomes a member of that race, losing all of its former racial traits in return for the racial traits of the new race. It does not gain any racial Hit Dice, level adjustment, or weapon and armor proficiencies granted by the new race.
    Last edited by Tarvon000; 2012-02-29 at 07:27 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    DeAnno's Avatar

    Join Date
    Jun 2011
    Gender
    Male

    Default Re: The Evolver - An Alternative to Level Adjustment

    Urgh. Monster ECL (and thus, LA) is just a poor measure of... just about everything. I'm not sure how the current formulation will do on the whole, but I do see that you need to be level 8 to be a CR 5 Young Black Dragon, and one with 5 monk HD instead of 10 dragon HD at that.

    CR is probably the best measure of monster strength, but since it takes HD into account, monsters with more HD will bizarrely be worse for their CR with respect to this class. So really I dunno. Similar thoughts of making playing monster-like characters more manageable led to me creating the Beast class, but I went in an entirely different direction with it.

  3. - Top - End - #3
    Halfling in the Playground
     
    MindFlayer

    Join Date
    Jan 2012

    Default Re: The Evolver - An Alternative to Level Adjustment

    The evolution rating is intended as a guideline. I considered actually listing the rating for each monster but I don't know if I'll ever find time for it.

    By the way, the young black dragon would actually have 8 HD. A real monster's racial Hit Dice only count toward the evolution rating of its evolver version.

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