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| Gwenfloor10-22-06, 05:56 PM | You may remember my variant system, Crack the Monster Code, somewhere on these boards. In short, it shown a variant rule on Monster Classes. Abilities that would net a Level Adjustment would be duplicated by magic items at higher levels, making many monsters underpowered. My system hopes to change this. Thus, I propose a new system for monster classes, without the Level Adjustment. The amount of levels in a monster class depends on the monster’s Hit Die. The Buying off Level Adjustment rule is taken from Unearthed Arcana, where the monster character would spend extra experience points to buy the more powerful features of the monster, and their Racial Hit Die is included into the Required Character Level. The amount of experience points depends upon the level adjustment. Thus, the monster PCs have the same amount of Hit Die, Skill Points, Feats and Saving Throws as the non-monstrous PCs, but have to pay extra experience points to buy the more powerful features. Starting Level Adjustment Numer of Hit Die Necessary for Buying Powers for this LA Experience Points to Buy Off +1 3 2,000 +2 6 5,000 +3 9 8,000 +4 12 11,000 +5 15 14,000 +6 18 17,000 For Level Adjustments higher than this, add another 3 Hit Die per Additional Level Adjustment and 3,000 experience points. Level Adjustments must be bought off in order. Note: You may notice that some monsters do not have to buy off as many abilities as usual. This is on purpose: several monster abilities that would warrant a level adjustment are not game-breaking at higher levels. Thus, they gain these abilities later in their monster class. Now, we will start with Monster Classes with creatures from the Monster Manual, in order from the most basic to the most advanced. More information about these monsters can be found in the Monster Manual. You may noticed that I have an 8-level progression for the Ghoul. I am planning on introducing monster that advance by Hit Die their own classes, effectively topping out at their stated Hit Die in the MM's standard entry, but gaining extra abilities unique to their monster class if they choose to advance in Monster Hit Die. I will stick to the easy monsters for now, moving to more complicated monsters in the MM later on. Aasimar Aasimars do not have a monster class, but start out with no energy resistance. They must pay off their +1 Level Adjustment to gain +2 to the other ability score and energy resistance to acid, cold, and fire. Tiefling Tieflings do not have a monster class, but do not start out with energy resistance. They must pay off their +1 Level Adjustment to gain energy resistance to cold, electricity, and fire. Locathah Locathahs are a cross between a human and a fish, not unlike a mermaid, except that they bear the head of a fish and fins adorn their legs, shoulders, arms, and hands. Locathah are medium humanoids. Level Base Attack Bonus Fortitude Reflex Will Special 1st 0 0 +2 0 Nat. Armor+2, +2 to abilities 2nd +1 0 +3 0 Nat. Armor+3, +2 to third ability Class Skills: Craft, Listen, Spot, and Swim. Skill Points at 1st Level: (2+ Int mod) x4. Skill Points at Each Additional Level: 2+ Int Mod. Abilities: Locathahs are versatile, and any ability score can be important. Good physical ability scores help the Locathah survive against the dangers of the sea. Alignment: Any. Hit Die: d8 Starting Gold: As Barbarian. Age: Locathahs age at the same rate as humans. Favored Class: Barbarian. Languages: Aquan. Bonus Languages: Common, Elven, Giant, and Sahuagin. The nomadic Locathah pick up a number of languages in their undersea travels, from human mariners, aquatic elves, merrow and scrags, and sahuagin. Class Features All of the following are class features of the Locathah. Weapon and Armor Prof: Locathahs are proficient with all simple weapons and no armor. Natural Armor: Locathahs have a natural armor equal to their monster class +1. Ability Bonus: At first level, a Locathah gets a +2 bonus to two ability scores, selected from this list: Dexterity, Intelligence, or Wisdom. At 2nd level, the Locathah gains a +2 bonus to the third ability that she did not pick at 1st level. Speed: Locathah have a Land speed of 10 feet and a Swim speed of 60 feet. Skills: A Locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Merfolk Merfolk are humanoids with the lower body of a fish and the upper body of a human. Merfolk are medium humanoids. They start out with a +2 bonus to Dexterity, Constitution, or Charisma. Merfolk do not have a monster class, but if they buy off their +1 Level Adjustment, they gain a +2 bonus to the two abilities that they did not select at Character Creation. Dwarf, Duergar Duergar do not have a monster class, but they must pay off their +1 Level Adjustment in order use their Spell-like Abilities and Immunity to paralysis, phantasms, and poison. Elf, Drow Drow do not have a monster class, and start out with a +2 to Dexterity, Intelligence, or Charisma, and a -2 to Constitution. They must pay off their +1 Level Adjustment to gain a bonus to the other two. For their Spell Resistance, they must pay off their +2 Level Adjustment. Ghoul Ghouls are the undead forms of people in life who not only ate the flesh of their fellow kind, but enjoyed killing their victims as much as they enjoyed devouring them in body, mind, and soul. Ghouls have to buy off their +1 Level Adjustment to gain +2 to Strength, Intelligence, and Charisma. To gain +4 to Dexterity and Wisdom, they must buy off their +2 Level Adjustment. To gain the Ghast’s +4 Strength, +2 Dexterity, and +4 Charisma, they must buy off their +3 Level Adjustment. Level Base Attack Bonus Fortitude Reflex Will Special 1st 0 0 0 +2 Nat. Armor+1, Bite 1d6, Claw 1d3, +2 Strength 2nd +1 0 0 +3 Paralysis, Ghoul Fever, Nat. Armor+2 3rd +1 +1 +1 +3 Nat. Armor+3 4th +2 +1 +1 +4 Ghast, Nat. Armor+4, Bite 1d8, Claws 1d4, Stench 5th +2 +1 +1 +4 6th +3 +2 +2 +5 Improved Natural Attack (Claw) 7th +3 +2 +2 +5 8th +4 +2 +2 +6 Improved Natural Attack (Bite) Class Skills: Balance, Climb, Hide, Jump, Move Silently, Spot. Skill Points at 1st Level: (4+ Int Mod) x4 Skill Points at each additional Level: 4+Int Mod Abilities: Strength and Dexterity help a Ghoul in physical combat, while Charisma enhances their special attacks. Alignment: Any, but most are Chaotic Evil Hit Die: d12 Starting Gold: As monk Age: Ghouls do not age. Favored Class: Rogue. Languages: Those they knew in life. Bonus Languages: Those of its original race. Class Features All of the following are class features of the Ghoul: Weapon and Armor Proficiency: Ghouls are proficient with all Simple Weapons, no armor, and no shields. +2 Turn Resistance (Ex): Ghouls and Ghasts have a +2 racial bonus on turn resistance. Paralysis (Ex): Those hit by a ghoul/ghast’s bite or claw attack must succeed on a Fortitude Save (DC= 10+1/2 Ghoul/ghast’s Monster Level+ Ghoul/ghast’s Charisma modifier) or be paralyzed for 1d4+1 rounds. Elves are immune to a ghoul’s paralysis, but not a ghast’s. Ghoul Fever (Su): Disease-bite, Fortitude Save (DC= 10+1/2 ghoul/ghast’s monster level+ ghoul/ghast’s Charisma modifier), incubation period 1 day, 1d3 constitution and 1d3 Dexterity. Stench (Ex): The Save DC for a ghast’s Stench attack is 10+ ½ the ghoul’s monster level+ Charisma Modifier. All within 10 feet of the Ghast must make this save. Those who fail are sickened for 1d6+4 minutes. Ghast: At 4th level, a ghoul transforms into a ghast, a stronger and more cunning version of a ghoul. The ghast now gains the Stench special attack, and her claws and bite attacks now deal 1d4 and 1d8 points of damage, respectively. Bonus Feats: At 6th and 8th level, the Ghast gains Improved Natural Attack (Claw) and Improved Natural Attack (Bite), respectively. The damage now is 1d8 and 1d10, for claw and bite. Githyanki Githyanki do not have a monster class, but they must pay off their +1 Level Adjustment to gain the Psionics special ability. They must pay off their +2 Level Adjustment to gain their Spell Resistance special ability. Githzerai Githzerai do not have a monster class, but they must pay off their +1 Level Adjustment to gain +6 to Dexterity. Normally, they would start out with -2 Intelligence and +2 Wisdom. They must buy off their +2 Level Adjustment to gain spell resistance, Inertial Armor, and Psionics. Gnoll Gnolls are humanoids who have jackal-like qualities. They are vicious nocturnal carnivores who are renowned for their disdain of manual labor and tendency to think with their stomachs. Level Base Attack Bonus Fortitude Reflex Will Special 1st 0 +2 0 0 + Strength, -2 Intelligence, -2 Charisma 2nd +1 +3 0 0 +2 Constitution, +1 Natural Armor Class Skills: Listen and Spot. Skill Points at 1st Level: (2+ Int Mod) x4. Skill Points at each additional Level: (2+ Int Mod). Abilities: The physical abilities are of utmost importance to the Gnoll. Mental ability scores are left to the leaders and tacticians. Alignment: Most in theory are uniformly chaotic and/or evil, but in reality can be of any alignment. Hit Die: d8 Starting Gold: As Barbarian. Age: Unknown. Favored Class: Ranger. Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. Class Features All of the following are class features of the Gnoll: Weapon and Armor Proficiency: Gnolls are proficient with all simple weapons, shortbow and battleaxes, and light armor. Gnome, Svirfneblin Svirfneblin Gnomes do not have a monster class, but they must buy off their +1 Level Adjustment to gain their +4 dodge bonus against all creatures. They must pay off their +2 Level Adjustment to gain their Spell-like abilities and the Nondetection Special Quality. They must pay off their +3 Level Adjustment to gain Spell Resistance. Grimlock Coming soon! |
| Gwenfloor10-23-06, 03:08 PM | Bump Anyone have any thoughts, ideas, or suggestions? I feel content with most of the monsters, but I have a strange feeling about the Ghoul/Ghast. I do not know if it is under or overpowered. |
| Gwenfloor10-24-06, 01:13 PM | I feel that this thread is dead...:allalone: |
| HolyGrenadeFrenzy10-24-06, 04:09 PM | I am not sure exactly what you are going for and I thought Savage Species did a pretty decient job but players complain about level requirements and agree about what you say in relation to hit dice......In 2nd eddition though I made it possible for players to play Dragons of any kind even before council of wyrms using the HD as a multiplier for experience requirements..dragons living longer seemed up to it. |
| Gwenfloor10-24-06, 09:25 PM | What I am trying to go for is balancing out several under and overpowered monsters for their EL. Gnolls are not powerful compared to an Aasimar, who has the same Level Adjustment but far more useful abilities. Several monsters made by Savage Species progressions become one trick ponies and tend to fare poorly at higher levels. I remember using the Stone Giant monster class alongside a Dwarf Fighter of equal ECL in an Underdark campaign, and the Dwarf was much better at his role than the Giant, and had more Hit Points from more Hit Die, better Saving Throws, Base Attack Bonus, and enough feats to make the Dwarf versatile. The Stone Giant got Rock Throwing, which can be duplicated with a) catapult, b) Composite Longbow with Far Shot and a big Str Bonus, or c) Telekinesis and several rocks, with none of the previous three costing a Level Adjustment. When players at higher levels get equipment that can duplicate LA Abilities, it makes the monsters less of a viable option, as they had to put up with inferior Saves, BAB, skills, and lower average hit points for several cool abilities that can be duplicated by magic and equipment, some of which bestow permanent effects at higher levels. |