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Pathfinder Bestiary Preview II
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<blockquote data-quote="James Jacobs" data-source="post: 4936347" data-attributes="member: 23937"><p>The "Advanced template" really is that simple. Add 2 points to the monster's AC, add 2 hp/HD, and then add 2 to every d20 roll you make using the monster's stats. That's it. It works really really well in play, actually, and is quite easy to apply during a game. There is no "more complicated" version of the actual Advanced template in the Bestiary.</p><p></p><p>Sort of.</p><p></p><p>There IS a quite extensive appendix in the Bestiary that talks about how to advance monsters. The simple templates we showed off in the first preview are one of FOUR ways to advance monsters. The other three methods:</p><p></p><p>1) Templates. Things like the lich, the lycanthrope, and the ghost remain relatively complex templates you can apply to monsters to make them tougher; these templates appear in the body of the book in alphabetical order with all the monsters.</p><p></p><p>2) Adding Class Levels. There's rules and guidelines for how to toughen up monsters by giving them class levels; this pretty much works the same as it did in 3.5, but we're more explicit on what classes work best with each monster.</p><p></p><p>3) Adding Hit Dice. This is the largest section of the "Advancing Monsters" appendix in the Bestiary, and it's where you'll go if you want to adjust an existing stat block's hit dice or size to make a tougher (or wimpier) monster. This appendix more or less replaces the need for each monster having its own "Advancement" line in its stats, and is pretty handy if you, say, want a 34 HD Gargantuan bulette. Basically... this is the one you'd use if you want to advance a monster to any CR you want. Supporting these rules, of course, is an even LARGER appendix that lays down all the rules and guidelines and advice for creating brand new monsters.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 4936347, member: 23937"] The "Advanced template" really is that simple. Add 2 points to the monster's AC, add 2 hp/HD, and then add 2 to every d20 roll you make using the monster's stats. That's it. It works really really well in play, actually, and is quite easy to apply during a game. There is no "more complicated" version of the actual Advanced template in the Bestiary. Sort of. There IS a quite extensive appendix in the Bestiary that talks about how to advance monsters. The simple templates we showed off in the first preview are one of FOUR ways to advance monsters. The other three methods: 1) Templates. Things like the lich, the lycanthrope, and the ghost remain relatively complex templates you can apply to monsters to make them tougher; these templates appear in the body of the book in alphabetical order with all the monsters. 2) Adding Class Levels. There's rules and guidelines for how to toughen up monsters by giving them class levels; this pretty much works the same as it did in 3.5, but we're more explicit on what classes work best with each monster. 3) Adding Hit Dice. This is the largest section of the "Advancing Monsters" appendix in the Bestiary, and it's where you'll go if you want to adjust an existing stat block's hit dice or size to make a tougher (or wimpier) monster. This appendix more or less replaces the need for each monster having its own "Advancement" line in its stats, and is pretty handy if you, say, want a 34 HD Gargantuan bulette. Basically... this is the one you'd use if you want to advance a monster to any CR you want. Supporting these rules, of course, is an even LARGER appendix that lays down all the rules and guidelines and advice for creating brand new monsters. [/QUOTE]
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