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Thread: Improving Monsters
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2007-08-28, 04:21 PM (ISO 8601)
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Improving Monsters
Technical question again...
My DM and I have been discussing how you go about advancing monsters. In this case we are talking about Gnolls and Goblins.
Now, I'm going to do my best to not insert judgements here, just questions.
Let's say we have a Gnoll with 3 levels of warrior, a Gnoll with 3 levels of fighter, a Goblin with 3 levels of warrior, and a Goblin with 3 levels of Fighter. What are the CRs for these monsters, and why?
Essentially, I want some interpretations of the Advanced Monster challenge Rating section. I'll include the bit from the SRD that I think it relevant:
If you add a class level that doesn’t directly play to a creature’s strength the class level is considered nonassociated, and things get a little more complicated. Adding a nonassociated class level to a monster increases its CR by 1/2 per level until one of its nonassociated class levels equals its original Hit Dice. At that point, each additional level of the same class or a similar one is considered associated and increases the monster’s CR by 1.
Levels in NPC classes are always treated as nonassociated.
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2007-08-28, 04:24 PM (ISO 8601)
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Re: Improving Monsters
Oh, I meant to add the CRs that those races start with...
A Gnoll has a CR of 1, and a "Goblin, 1st-Level Warrior" has a CR of 1/3
I also didn't include the part of the rules that said associated classes increase the CR by 1 per level.
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2007-08-28, 04:30 PM (ISO 8601)
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Re: Improving Monsters
Gnoll:
CR 1 base
3 levels of Warrior (non-associated because NPC) adds 1.5
Total: 2.5
OR
3 levels of Fighter (associated) adds 3
Total: 4
Goblin:
CR 1/3 base
2 levels of Warrior (non-associated because NPC, only 2 because it already has 1) adds 1
Total: 1.333333...
OR
3 levels of Fighter (associated) adds 3, remove the 1 level of warrior.
Total: 3
OR
3 levels of Fighter (associated) adds 3, keep the 1 level of warrior
Total: 3.3333333...
Of course, CR's are always open to fudging, but based purely on SRD rules that's how I would calculate it.Last edited by blue_fenix; 2007-08-28 at 04:31 PM.
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2007-08-28, 04:39 PM (ISO 8601)
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Re: Improving Monsters
CR system sucks.
I am running a campaign where a whole palace full of 4th level fighter guards + warblade lvl 16/Queen's knight (homebrewed PrC) 1 with a major artifact + Illusionist 15 + GESTALT Warblade 11/Bloodclaw master 5//Fighter 4/Paladin of slaughter 1/Ghost-Faced Killer 10/Queen's knight 1 + an invulnerable THING that make a +12d6 sneak attack and goes ethereal practically at will without having any actual class level makes a good challange for my PCs only if they are pressed, caught unaware and splitted into groups... I gave them a CR 20 for that all.Useless arcane powers are better than no arcane powers!
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2007-08-28, 04:43 PM (ISO 8601)
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Re: Improving Monsters
Problem with the goblin is that he (like the Kobold and other 'Humanoid' creatures with no Racial Hit Dice) has special CR rules for NPC classes (due to the NPC class being weaker than PC classes):
Originally Posted by The SRD
As for the gnoll, keep in mind that
Originally Posted by The SRD
Gnoll (includes 2 racial hit dice): 1 CR
+ 1 CR (2 levels of warrior at 1/2 CR each - but his character level now equals his racial level, so NPC classes are no longer non-associated)
+1 CR (3rd level of warrior. Gnolls are brawlers, so warrior is considered 'associated' now)
That totals 3 CR.
Add 3 fighter levels, and it's a CR 6 creature.Last edited by SpikeFightwicky; 2007-08-28 at 04:45 PM.
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2007-08-28, 05:13 PM (ISO 8601)
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Re: Improving Monsters
Always feel free to bump the CR up or down as you see fit. Even the Monster Manual says that CRs aren't an exact science.
In my campaign I have an encounter where 3 6th level fighters "educate" the PCs in the finer points of D&D special attacks (Trip and Disarm). Just because they're using the spiked chain trip build, I bumped up the CR by one.
...Mormegil, are you sure you calculated that right? I'm pretty sure I'd give an invulnerable thing that could go ethereal at will with a 12d6 sneak a much higher CR.
In my campaign I have a Death Knight Fighter 1/Warblade 17/Blackguard 2 (CR 23).
The BBEG is a Half-Fiend Ogre-Mage Warlock 13/Blackguard 7 (CR 25, I used the retrofitted CR 5 Ogre Mage from Wizards, and considered Warlock as a non-associated class and Blackguard as associated.)
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2007-08-28, 05:30 PM (ISO 8601)
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Re: Improving Monsters
Thanks Spike, I didn't see that rule.
I think you misunderstand me though. I meant that as 4 monsters.
- Goblin Fighter
- Goblin Warrior
- Gnoll Fighter
- Gnoll Warrior
However, you hit on the question here:
Do NPC levels become associated after you exceed the racial hit die?
The paragraph on associated levels seems to indicate so, but the last line says "always", which makes me wonder.
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2007-08-29, 01:13 AM (ISO 8601)
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Re: Improving Monsters
NPC levels are always non-associated, no matter how many you have compared to your racial HD.
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2007-08-29, 01:49 AM (ISO 8601)
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Re: Improving Monsters
Unless you're getting your CR as an NPC instead of as an advanced monster... A level 18 human warrior is CR 17. A level 18 gnoll warrior is CR 10, though?
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2007-08-29, 03:29 AM (ISO 8601)
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Re: Improving Monsters
Well, it is not like a level 18 Goblin Warrior is a CR 16 challenge either.
Things break down rapidly when you start adding class levels, associated or not.
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2007-08-29, 10:13 AM (ISO 8601)
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Re: Improving Monsters
I do not understand this.
Would the CR for a goblin with eight levels in Expert be 8, 6, or 4?
More significantly, would the CR for a goblin with four levels in Warrior be the same as the CR for a goblin with four levels in Fighter?
And then there's the whole "can't I just add humanoid hit dice at four-per-level of CR?" line of trouble. . .
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2007-08-30, 02:20 AM (ISO 8601)
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Re: Improving Monsters
Non-associated class levels become associated once they have as many levels in the class as they do racial HD. Which, actually, works out perfectly with the NPC CR rules (given that humanoids have 1 HD, even if they do drop it for class levels).
A level 18 gnoll warrior is CR 18. Supposedly, anyway. The point is that it's higher-CR than the level 18 human warrior.
But like Silvanos said, things break down when you add lots of class levels.Avatar by GryffonDurime. Thanks!
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2007-08-30, 02:33 AM (ISO 8601)
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Re: Improving Monsters
By that I mean that the CR is 16, but it is not an accurate measure of the difficulty of the challenge.
Would the CR for a goblin with eight levels in Expert be 8, 6, or 4?
More significantly, would the CR for a goblin with four levels in Warrior be the same as the CR for a goblin with four levels in Fighter?
Goblin Fighter 4 is CR 4.
And then there's the whole "can't I just add humanoid hit dice at four-per-level of CR?" line of trouble. . .
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2007-08-30, 10:50 AM (ISO 8601)
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Re: Improving Monsters
For gobbos and kobolds, you can get the best bang for your buck by giving them enough NPC class levels to get their CRs to 1, then giving them class levels. A kobold warrior 4/Fighter 2 is the same CR as a kobold fighter 3, but the average stats are (using the base stats from the MM):
Warrior 4/Fighter 2: avg. HP: 29, BaB: +6 (2 attacks on a full attack), 5 feats, +1 stat boost
Fighter 3: avg HP: 16, BaB: +3, 4 feats
And both have the same CR (CR = 3)
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2007-08-30, 11:54 AM (ISO 8601)
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Re: Improving Monsters
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2007-08-30, 12:36 PM (ISO 8601)
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Re: Improving Monsters
Wait . . .
You can mix NPC and PC levels in the same Monster and still be kosher?
And the following quote,If you add a class level that doesn’t directly play to a creature’s strength the class level is considered nonassociated, and things get a little more complicated. Adding a nonassociated class level to a monster increases its CR by 1/2 per level until one of its nonassociated class levels equals its original Hit Dice. At that point, each additional level of the same class or a similar one is considered associated and increases the monster’s CR by 1.
Levels in NPC classes are always treated as nonassociated.
That could have been put more clearly, but the product still beats the hell out of other systems for clarity. <cough, cough>White Wolf<cough, cough>
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2007-08-30, 12:44 PM (ISO 8601)
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Re: Improving Monsters
[/quote]...Mormegil, are you sure you calculated that right? I'm pretty sure I'd give an invulnerable thing that could go ethereal at will with a 12d6 sneak a much higher CR.[\quote]
No I did not, but since they got out alive (did I mention they were ECL 12-15?) I thought I should give them a little award...
No, I'm not joking. I AM serious. And ultimately, I think a CR 20 was fair enough. They did not win (they weren't even supposed to), but the invulnerable thing got destroyed in a very spectacular fashion involving some kind of god of destruction and the guy with the artifact didn't get away that easily. If it weren't for the Paladin of Slaughter and the wizard, he would have been killed. And they all got away alive. Well, except a pair of friendly NPCs.Useless arcane powers are better than no arcane powers!
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2007-08-30, 12:59 PM (ISO 8601)
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Re: Improving Monsters
I don't see why not. The kobold may have spent some years as a simple guard for his community, but took on a more intense martial training regime after he was selected to become an elite combatant.
And the following quote,actually means that NPC levels are always treated as nonassociated until they become associated?!?!
That could have been put more clearly, but the product still beats the hell out of other systems for clarity. <cough, cough>White Wolf<cough, cough>
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2007-08-30, 01:08 PM (ISO 8601)
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Re: Improving Monsters
I don't really even like adding PC or NPC levels to monsters who are random encounters. Seems like alot of work just for a random encounter. Boss-type enemies, yeah, but the generical Kobold Rogue 3 in the dungeon? That's no fun doing that for every other room.
I just look for either pre-made monster's with class levels (yes, I use the MM4&5 for this), or just go with creatures with CRs the right value.
Saves me so much time.If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.
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2007-08-30, 01:14 PM (ISO 8601)
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Re: Improving Monsters
I do the same thing. If I stat out a group of monsters with class levels, it's never on the fly. It's always going to be something planned. Something like a hunting party or elite guard will usually have some class levels.
I know alot of people hate it, but I like using the MM 4/5 monsters with pre-genned stats/class levels.
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2007-08-30, 01:20 PM (ISO 8601)
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Re: Improving Monsters
I hope to see this from the floating-angry-face-with-a-hat.
Strictly speaking, a Gnoll with 8 levels in Adept would seem have a CR of 5. Now, would that include his Familiar for which we have given him the Improved Familliar Feat to obtain an Imp?
A Minotaur with 6 levels of Monk would seem to have a CR of 7. This likely should qualify as "Monster possesses special attacks or qualities that significantly improve combat effectiveness" so perhaps we should raise the CR to 9. Does that seem right to you, or has it already broken down?
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2007-08-30, 01:23 PM (ISO 8601)
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Re: Improving Monsters
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2007-08-30, 01:31 PM (ISO 8601)
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Re: Improving Monsters
The problem with monsters is that there's not list of associated/un-associated classes. It's DM discretion.
In your examples, a minotaur's 'role' is melee combatant. When it boils down to it, the monk's role is basically the same. As such, I'd put monk levels as associated.
As for the 'Monster possesses special attack or etc....', that's listed there only if you just up and give the monster an ability (NOT counting abilities from class levels). For the minotaur in question, if you decided to make it 'dragon-like', and give it wings and a breath weapon, the would could as a minor special ability increase (a power suite that provides a boost to its powers).
This is covered in:
Originally Posted by The SRD
Originally Posted by Lord SilvanosLast edited by SpikeFightwicky; 2007-08-30 at 01:40 PM.
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2007-08-30, 02:20 PM (ISO 8601)
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Re: Improving Monsters
You'd think so, but then I find the following,
Originally Posted by The SRD
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2007-08-30, 02:58 PM (ISO 8601)
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Re: Improving Monsters
Oh yeah, now I remember why I hated weird monster combinations.... Maybe the monk's 'secondary combatant' role makes it a completely non-associated class? Even still, the monk/minotaur does not make a good challenge.
A CR 7 for a minotaur with 6 levels of monk doesn't seem right at all... Taking a regular minotaur (his stats should be 25 point buy, but I'll keep it simple):
Hit Dice: 6d8+18 + 6d8+18 (90 HP)
BaB: +10
AC: 15
Full Attack: Flurry +13/+13 (2d6+5) and gore +8 (1d8+2)
Saves: Fort +11, Ref +10, Will +10 (Saves got a good boost)
Looks like an ettin with less power and AC, but 25 more HP. Definately not CR 7.
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2007-08-30, 04:15 PM (ISO 8601)
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Re: Improving Monsters
I do not want to get sidetracked here, but I just have to say a few things about that dang minotaur monk.
First, the monster is getting special attention and should be switched from the Standard Array to the Non-Elite Array (since the Elite Array would add to CR, needlessly complicating the discussion) and have 3 additional Ability points for its 12 hit dice. We'll say it's at Str 22, Dex 12, Con 16, Int 5, Wis 10, Cha 6.
AC 16 (10 + 1(Monk AC at level 6) + 5(Natural Armor) + 1(Dex) -1(Size))Yeah, he's just begging to be hit with Power AttackBase Speed 50'
BaB of +10/+5
Powerful Charge (4d6+9)Starts the party off, or closes with anything within 100'Flurry +15/+15/+10 (2d6+6) Gore +11 (1d8+3)
Improved Trip (Trip modifier +14)allows the monster to knock down 3 targets (tripping flurry)Combat Reflexesand potentially hit them five times per round for that 2d6+6 (once on each hit-after-trip, two on Attacks of Opportunity when they try to get up)Improved Grapple (Grapple modifier +24)When concentrating on a single opponent the Minotaur Monk may Grapple as a 1 attack out of the Flurry and do successive 2d6+6 as long as necessary without that opponent have much chance at all to retaliate.Then there are 5 more Feats to be added, still.
Putting all 5 into Improved Natural Armor increases AC to a respectable 21.Reach 10'
But putting just one of those in Improved Natural Weapon increases Monk Unarmed Attack to 3d6+6 (remember how he's using that while grappling).
Cannot be caught Flat-Footed
Scentcan find and hit you when he cannot see you
Does that still sound like CR 7 is too high?Last edited by loserthree; 2007-08-30 at 05:01 PM.
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2007-08-30, 05:34 PM (ISO 8601)
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Re: Improving Monsters
Just a few corrections:
It only gets 2 stat boosts.
Originally Posted by The SRD
BaB: +10 + 6 Str - 1 'flurry' - 1 size = +14
Gore, as a secondary attack at -5 is: +10 + 6 Str - 1 Size - 5 'secondary' = +10
He only gets 2 AoOs a round (1 standard +1 from Combat Reflexes)
As for the monster, alright, he has decent stats. As I've said, though, (since I'd be DMing if I used this creature) I'd put the monk as an associated class for a 'fighting' creature (and if you don't think that all these combat abilities improve its combat ability, then, I guess the point is moot anyways). Common sense would dictate that it's apparently more than a CR 7.
That aside, I still wouldn't use this monster against my players. It's in the category of 'not fun to fight'. If it doesn't use its trip ability, it's not going to pose as much a threat. If it uses its trip ability, then it's going to be a long pointless battle geared towards screwing over the party. Doesn't sound very fun to me, and I can guarantee my player's wouldn't find it any fun.
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2007-08-30, 05:55 PM (ISO 8601)
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Re: Improving Monsters
Great. With that out of the way, I still have a question.
A Gnoll with 8 levels in Adept would seem have a CR of 5. Now, would that include his Familiar for which we have given him the Improved Familliar Feat to obtain an Imp?----------------------------------
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2007-08-30, 09:13 PM (ISO 8601)
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Re: Improving Monsters
That's a bit trickier a question.... According to the official 3.5 FAQ:
Originally Posted by D&D 3.5 FAQ
SpoilerOriginally Posted by D&D 3.5 FAQ
As such, there's no easy answer. Here's some other stuff:
- The adept familiar is part of the class feature, and is thus considered 'part' of the adept CR.
- The adept needs to expend a feat to get improved familiar, so that's more of a balancing factor (though it's hard to tell if taking another feat would be the equivalent power of bumping up the familiar to imp status).
If you are going to give XP for it (which WotC seems to think the decision rests with you), maybe give 75%/50% of the full XP for it (since the wizard did have to expend a feat for it).
That's my 2 cents.
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2007-08-31, 12:38 PM (ISO 8601)
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Re: Improving Monsters
One of my players, reading this thread, has suggested that your players are -- well it comes down to the fact that we're playing different games. It's not the game, it's the game you play with it.
Anyway, written above, someone or several somone suggested that humans gain 1 CR for each NPC level they take. Is this true and where can I find that rule?
To be clear, it is onlyGoblins, Kobolds and any other race that specifically says so in their description (I can't find others.) are the only monsters (of those which advance by class) that do not gain 1/2 CR for each NPC level. Is that correct?Last edited by loserthree; 2007-08-31 at 05:46 PM.
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