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<blockquote data-quote="Felon" data-source="post: 1312942" data-attributes="member: 8158"><p>I'm running a campaign now that makes heavy use of monster classes. Here's what I currently have:</p><p></p><p>4th-level rakshasa</p><p>4th-level human druid</p><p>4th-level nezumi rogue </p><p>3rd-level trumpet archon</p><p>2nd-level minotaur</p><p>2nd-level lizardman</p><p>2nd-level frost giant</p><p>2nd-level human rogue</p><p>2nd-level human wizard</p><p>2nd-level ogre mage</p><p></p><p>I deal with the "paper tiger" effect thusly: at any level at which a monster class does not gain an increase in hit dice, and hence no increase in hit points or skill points (heretofor referred to as a "shaft level"), the class still receives hit points equal to its Con modifier and skill points equal to its Int modifier (if positive). So far, this has worked out pretty well, although obviously this doesn't do much good to toughen up a monster without a good Con. </p><p></p><p>One thing to watch out for when using monster classes: outsiders! They have Fighter BAB, Monk saving throws, and Rogue skill points. Of course, this means that outsiders tend to have pretty high level adjustments (+4 or more), but that doesn't manifest itself at 1st level. </p><p></p><p>Many of the classes in the appendix are just not well-designed. For instance, the trumpet archon gains the ability to fly at 2nd level. Obviously, that eliminates a slew of challenges that characters of that level are supposed to have to use their wits to overcome. The ghaele has an insane amount of special abilities, but its lighter on hit points than a wizard; it receives Con bonuses, but they are intentionally delayed untill very late in its 20-level progression. Some monsters receive no armor proficiency, yet receive insufficient natural arnor at first level. </p><p></p><p>Still, we seem to be having plenty of fun.</p></blockquote><p></p>
[QUOTE="Felon, post: 1312942, member: 8158"] I'm running a campaign now that makes heavy use of monster classes. Here's what I currently have: 4th-level rakshasa 4th-level human druid 4th-level nezumi rogue 3rd-level trumpet archon 2nd-level minotaur 2nd-level lizardman 2nd-level frost giant 2nd-level human rogue 2nd-level human wizard 2nd-level ogre mage I deal with the "paper tiger" effect thusly: at any level at which a monster class does not gain an increase in hit dice, and hence no increase in hit points or skill points (heretofor referred to as a "shaft level"), the class still receives hit points equal to its Con modifier and skill points equal to its Int modifier (if positive). So far, this has worked out pretty well, although obviously this doesn't do much good to toughen up a monster without a good Con. One thing to watch out for when using monster classes: outsiders! They have Fighter BAB, Monk saving throws, and Rogue skill points. Of course, this means that outsiders tend to have pretty high level adjustments (+4 or more), but that doesn't manifest itself at 1st level. Many of the classes in the appendix are just not well-designed. For instance, the trumpet archon gains the ability to fly at 2nd level. Obviously, that eliminates a slew of challenges that characters of that level are supposed to have to use their wits to overcome. The ghaele has an insane amount of special abilities, but its lighter on hit points than a wizard; it receives Con bonuses, but they are intentionally delayed untill very late in its 20-level progression. Some monsters receive no armor proficiency, yet receive insufficient natural arnor at first level. Still, we seem to be having plenty of fun. [/QUOTE]
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