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Tweaking monsters
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<blockquote data-quote="Kerrick" data-source="post: 4546289" data-attributes="member: 4722"><p>Someone over there suggested basing them off the "core four" - cleric, fighter, rogue, wizard. Thus, they would translate to something like healer, brawler, sneak, and caster (though I would make those names transparent - they would never appear in the statblock as such; they would just be guidelines for creating the base creature).</p><p></p><p>For example: Let's say you want to create a brawler giant. Brawler would have Strength as the high score, then Con, with the others assigned as normal (however they are now). If you wanted a caster giant, you'd put the high score in Int or Cha, secondary in Wis (for Will saves), and take the two scores formerly in Int and Wis and move them to Str/Con.</p><p></p><p>The way I'd do it for traits/features: </p><p></p><p><strong>Traits:</strong></p><p>HD (they're are a function of creature type). </p><p>Feats (everyone still gets 1/3 levels)</p><p></p><p><strong>Features:</strong></p><p>BAB</p><p>Skill points</p><p></p><p></p><p>Somewhere in the Monster Design section, I'd have a part about how the archetypes (brawler, healer, etc.) are assigned to each type, and how to change them, as noted above. For base types, I'd go something like:</p><p></p><p>Aberration, Humanoid, Outsider: Any (varies by individual)</p><p></p><p>Animal, Magical Beast Monstrous Humanoid: Brawler or sneak (varies, usually brawler)</p><p></p><p>Construct, Elemental, Giant, Ooze, Plant, Vermin: brawler</p><p></p><p>Undead: Brawler (mindless undead and things like mummies), caster (liches et al), sneak (incorporeal undead). Templated undead like vampies <em>could</em> have a role (which would adjust their stat modifiers), but I'd really let that be a function of the base creature type/class levels.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4546289, member: 4722"] Someone over there suggested basing them off the "core four" - cleric, fighter, rogue, wizard. Thus, they would translate to something like healer, brawler, sneak, and caster (though I would make those names transparent - they would never appear in the statblock as such; they would just be guidelines for creating the base creature). For example: Let's say you want to create a brawler giant. Brawler would have Strength as the high score, then Con, with the others assigned as normal (however they are now). If you wanted a caster giant, you'd put the high score in Int or Cha, secondary in Wis (for Will saves), and take the two scores formerly in Int and Wis and move them to Str/Con. The way I'd do it for traits/features: [B]Traits:[/B] HD (they're are a function of creature type). Feats (everyone still gets 1/3 levels) [B]Features:[/B] BAB Skill points Somewhere in the Monster Design section, I'd have a part about how the archetypes (brawler, healer, etc.) are assigned to each type, and how to change them, as noted above. For base types, I'd go something like: Aberration, Humanoid, Outsider: Any (varies by individual) Animal, Magical Beast Monstrous Humanoid: Brawler or sneak (varies, usually brawler) Construct, Elemental, Giant, Ooze, Plant, Vermin: brawler Undead: Brawler (mindless undead and things like mummies), caster (liches et al), sneak (incorporeal undead). Templated undead like vampies [i]could[/i] have a role (which would adjust their stat modifiers), but I'd really let that be a function of the base creature type/class levels. [/QUOTE]
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