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<blockquote data-quote="Fanaelialae" data-source="post: 6592495" data-attributes="member: 53980"><p>I've had a player who is running a Minotaur for several sessions now. He just took his first level of rogue. So far it's been working fine. He's much tougher than the other PCs, but his lack of special abilities leaves him roughly on par with the rest of the PCs.</p><p></p><p>I convert non-legendary monsters straight from the MM, so they tend to be the opposite of glass cannons. I created a chart that's generally based on PEL, for determining a monster's ECL from its CR.</p><p></p><p>|Level CR|</p><p>|1 1/4|</p><p>|2 1/2|</p><p>|3 1|</p><p>|4 2|</p><p>|5 3|</p><p>|6 3|</p><p>|7 4|</p><p>|8 4|</p><p>|9 5|</p><p>|10 5|</p><p>|11 6|</p><p>|12 7|</p><p>|13 7|</p><p>|14 8|</p><p>|15 8|</p><p>|16 9|</p><p>|17 9|</p><p>|18 10|</p><p>|19 11|</p><p>|20 12|</p><p></p><p>Then I space ability score bonuses and special abilities out among the level progression as appropriate. Most monsters will get multiple HD per level. If a monster has a long and extremely uninteresting level progression (giants), I might throw in a weak but potentially interesting ability here or there to spice it up.</p><p></p><p>I give them starting proficiencies as appropriate for what they are. Good saves are determined by highest stats but are always one strong save (Dex, Con, Wis) and one weak save (Str, Int, Cha). I gave adult dragons more than 2 good saves, as befits their entry.</p><p></p><p>With multiple attacks, they get them when appropriate for a warrior of their level (or at the end of their level progression).</p><p></p><p>The only change I make is with weapon resistance. If a creature has resistance to bludgeoning, piercing, and slashing, then I convert it to extra HP instead (DMG 277). I also tack on the ability to penetrate that type of resistance. I'd rather not deal with having to custom tailor encounters because the PCs are resistant or immune to 90% of the MM.</p><p></p><p>Once they've completed their monster levels, they're free to multiclass into a regular class.</p><p></p><p>I also turned lycanthrope and vampire into classes. These work slightly differently. The idea is that the PC doesn't become a generic member of that monster type, since they're fighting the curse (otherwise they'd become an NPC). Since they're transformations, the PC gets the level 0 benefits and drawbacks of that monster race. They then have the option to take levels. The drawbacks tend to include the chance to lose control during combat (vampires, the scent of blood; werewolves, injury especially if the moon is full). As they level up the monster race they gain abilities that help them retain or regain control. Once they complete the class, they've mastered their curse and are no longer in danger of losing control.</p><p></p><p></p><p>EDIT: I forgot to mention. For creatures that deal multiple dice of damage with their attacks, I convert it to an ability I call Brutality. This allows them to add one weapon die of damage to an attack that hits X times per round. The number of uses per round is equal to the number of attacks the creature gets. For example, a fully leveled Hill Giant can use Brutality to deal +2[W] damage twice per round.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6592495, member: 53980"] I've had a player who is running a Minotaur for several sessions now. He just took his first level of rogue. So far it's been working fine. He's much tougher than the other PCs, but his lack of special abilities leaves him roughly on par with the rest of the PCs. I convert non-legendary monsters straight from the MM, so they tend to be the opposite of glass cannons. I created a chart that's generally based on PEL, for determining a monster's ECL from its CR. |Level CR| |1 1/4| |2 1/2| |3 1| |4 2| |5 3| |6 3| |7 4| |8 4| |9 5| |10 5| |11 6| |12 7| |13 7| |14 8| |15 8| |16 9| |17 9| |18 10| |19 11| |20 12| Then I space ability score bonuses and special abilities out among the level progression as appropriate. Most monsters will get multiple HD per level. If a monster has a long and extremely uninteresting level progression (giants), I might throw in a weak but potentially interesting ability here or there to spice it up. I give them starting proficiencies as appropriate for what they are. Good saves are determined by highest stats but are always one strong save (Dex, Con, Wis) and one weak save (Str, Int, Cha). I gave adult dragons more than 2 good saves, as befits their entry. With multiple attacks, they get them when appropriate for a warrior of their level (or at the end of their level progression). The only change I make is with weapon resistance. If a creature has resistance to bludgeoning, piercing, and slashing, then I convert it to extra HP instead (DMG 277). I also tack on the ability to penetrate that type of resistance. I'd rather not deal with having to custom tailor encounters because the PCs are resistant or immune to 90% of the MM. Once they've completed their monster levels, they're free to multiclass into a regular class. I also turned lycanthrope and vampire into classes. These work slightly differently. The idea is that the PC doesn't become a generic member of that monster type, since they're fighting the curse (otherwise they'd become an NPC). Since they're transformations, the PC gets the level 0 benefits and drawbacks of that monster race. They then have the option to take levels. The drawbacks tend to include the chance to lose control during combat (vampires, the scent of blood; werewolves, injury especially if the moon is full). As they level up the monster race they gain abilities that help them retain or regain control. Once they complete the class, they've mastered their curse and are no longer in danger of losing control. EDIT: I forgot to mention. For creatures that deal multiple dice of damage with their attacks, I convert it to an ability I call Brutality. This allows them to add one weapon die of damage to an attack that hits X times per round. The number of uses per round is equal to the number of attacks the creature gets. For example, a fully leveled Hill Giant can use Brutality to deal +2[W] damage twice per round. [/QUOTE]
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