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<blockquote data-quote="MerakSpielman" data-source="post: 1977671" data-attributes="member: 7464"><p>I mentioned once that I had no problems slapping class levels on monsters, intelligent or not, just to make them an interesting challange for the party.</p><p> </p><p>You know, black puddings with levels of Monk, stirges with levels of rogue, things like that. I do this knowing that the creatures can't have gone to a monestary or learned how to pick locks, but to give them paticular abilities, like greater speed or sneak attack damage.</p><p> </p><p>Then somebody made an interesting suggestion. Why use character classes, which have all kinds of baggage useless for typical monsters, when I could create classes specifically for the purpose of making non-sentient monsters tougher? </p><p> </p><p>Now, in a world of templates and traditional "advanced" monsters, there might be little call for this. But I still thought it would be an interesting idea.</p><p> </p><p>Here's an example, please let me know what you think. There would be other monster classes to fit various niches as well.</p><p> </p><p>Monster Class: Hunter</p><p> </p><p>Description: A monster with levels in this Monster Class has grown accustomed to feeding primarily on intelligent humanoid beings. As such, it has grown tougher and more wiley than most monsters of its species.</p><p> </p><p>Hit Die: d8</p><p> </p><p>Class Skills</p><p>The hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str).</p><p> </p><p>Skill Points at Each Level: 2 + Int modifier.</p><p> </p><p>BAB Progression: Average (as cleric)</p><p>Fort save progression: Good</p><p>Will save progression: Poor</p><p>Reflex save progression: Poor</p><p> </p><p>Special abilities:</p><p>1st Favored Enemy</p><p>2nd Bonus Feat</p><p>3rd (gain feat)</p><p>4th (gain stat increase)</p><p>5th Natural AC bonus +2</p><p>6th (gain feat)</p><p>7th Bonus Feat </p><p>8th (stat increase)</p><p>9th (gain feat) </p><p>10th Natural AC bonus +4</p><p> </p><p>Class Features</p><p>Weapon and Armor Proficiency: Hunter does not grant any weapon or armor proficiencies</p><p> </p><p>Bonus Feat: The Hunter draws its bonus feats from the fighter bonus feat list with the exception of feats pertaining to weapons or armor, which are not allowed, unless they can be applied to natural weapons or armor (such as weapon focus).</p><p> </p><p>(gain feat): Characters usually gain feats at these levels. Hunters use these feat slots primarily to increase the skills they use for hunting, such as Hide and Spot. Sometimes a Hunter will take the Track feat to better stalk its prey.</p><p> </p><p>(stat increase): Usually applied to Strength, Dexterity, or Constitution.</p><p> </p><p>Favored Enemy: Typically an intelligent humanoid, this is the species that is the primary prey of the Hunter. It only gets one favored enemy, but its bonus towards that enemy increases to +2 at 5th and +3 at 10th level.</p><p> </p><p>Natural Armor increase: The creature has survived so many fights with intelligent beings that its hide has grown thicker and tougher from the abuse it has endured.</p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 1977671, member: 7464"] I mentioned once that I had no problems slapping class levels on monsters, intelligent or not, just to make them an interesting challange for the party. You know, black puddings with levels of Monk, stirges with levels of rogue, things like that. I do this knowing that the creatures can't have gone to a monestary or learned how to pick locks, but to give them paticular abilities, like greater speed or sneak attack damage. Then somebody made an interesting suggestion. Why use character classes, which have all kinds of baggage useless for typical monsters, when I could create classes specifically for the purpose of making non-sentient monsters tougher? Now, in a world of templates and traditional "advanced" monsters, there might be little call for this. But I still thought it would be an interesting idea. Here's an example, please let me know what you think. There would be other monster classes to fit various niches as well. Monster Class: Hunter Description: A monster with levels in this Monster Class has grown accustomed to feeding primarily on intelligent humanoid beings. As such, it has grown tougher and more wiley than most monsters of its species. Hit Die: d8 Class Skills The hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. BAB Progression: Average (as cleric) Fort save progression: Good Will save progression: Poor Reflex save progression: Poor Special abilities: 1st Favored Enemy 2nd Bonus Feat 3rd (gain feat) 4th (gain stat increase) 5th Natural AC bonus +2 6th (gain feat) 7th Bonus Feat 8th (stat increase) 9th (gain feat) 10th Natural AC bonus +4 Class Features Weapon and Armor Proficiency: Hunter does not grant any weapon or armor proficiencies Bonus Feat: The Hunter draws its bonus feats from the fighter bonus feat list with the exception of feats pertaining to weapons or armor, which are not allowed, unless they can be applied to natural weapons or armor (such as weapon focus). (gain feat): Characters usually gain feats at these levels. Hunters use these feat slots primarily to increase the skills they use for hunting, such as Hide and Spot. Sometimes a Hunter will take the Track feat to better stalk its prey. (stat increase): Usually applied to Strength, Dexterity, or Constitution. Favored Enemy: Typically an intelligent humanoid, this is the species that is the primary prey of the Hunter. It only gets one favored enemy, but its bonus towards that enemy increases to +2 at 5th and +3 at 10th level. Natural Armor increase: The creature has survived so many fights with intelligent beings that its hide has grown thicker and tougher from the abuse it has endured. [/QUOTE]
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