Ad20r:Adventuring Monster

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(Created page with 'The Minotaur who explores ruins instead of occupying them. The Pixie who uses her talents of theft to pull off museum heists. The Dragon who is fixated on being the greatest bard…')
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''Racial Limit'': This class is only for races that would normally have an effective character level, and do ''not'' have a Racial Progression class in [[D20 Rebirth]]. If you want an equivalent class for characters whose races are balanced with standard races, take the [[Ad20r:Adventurer | Adventurer]] class instead.
''Racial Limit'': This class is only for races that would normally have an effective character level, and do ''not'' have a Racial Progression class in [[D20 Rebirth]]. If you want an equivalent class for characters whose races are balanced with standard races, take the [[Ad20r:Adventurer | Adventurer]] class instead.
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''Level Limit'': This class may only be taken to a number of levels equal to the creature's Effective Character Level - that is, their Hit Dice plus their Level Adjustment. Afterwards, the creature ''must'' multiclass.
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''Level Limit'': This class may only be taken to a number of levels equal to the creature's Effective Character Level - that is, their Hit Dice plus their Level Adjustment. Afterwards, the creature ''must'' multiclass. (Note that you do not ''have'' to take this class all the way to its limit.)
''Hit Dice'': As befits the Base Creature. (i.e. a creature whose normal Hit Dice are 6d8 would roll d8s.)
''Hit Dice'': As befits the Base Creature. (i.e. a creature whose normal Hit Dice are 6d8 would roll d8s.)
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''Saving Throws'': As befits the Base Creature - determine if any particular save it has is weak or strong , then use the following chart:
''Saving Throws'': As befits the Base Creature - determine if any particular save it has is weak or strong , then use the following chart:
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An easy way to check if a save is strong or weak, is to remove the bonus to the save caused by the relevant stat mod (i.e. subtract the base creature's Wisdom bonus from their Will save), remove any feat bonuses, check the creature's base hit dice, and check the corresponding "level" column - the save should equal one value or the other.
An easy way to check if a save is strong or weak, is to remove the bonus to the save caused by the relevant stat mod (i.e. subtract the base creature's Wisdom bonus from their Will save), remove any feat bonuses, check the creature's base hit dice, and check the corresponding "level" column - the save should equal one value or the other.
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''Class Skills'': 16+(Int*4) at 1st level, 4+Int at each subsequent level.
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All skills are class skills for the Adventuring Monster.
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(For monsters whose progressions are not 4+Int, remember that you can take Tags to increase or decrease your skill point supply!)
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''Prowess'': 4 per level
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''Proficiencies'': The Adventuring Monster is proficient with all Simple weapons, no matter what. Martial, Exotic, Armor, and Shield proficiencies are at the GM's ruling, dependent on the creature and it's nature. (Remember that if you want your creature to have ''trained'' for an unusual weapon, you can use a feat or Tag to get it!)
''Gain Character Points'': At every level, the creature gains some character points to use to gain that monster's abilities (or, more accurately, the ones dropped to bring the creature to level 0) - or even go a little beyond!
''Gain Character Points'': At every level, the creature gains some character points to use to gain that monster's abilities (or, more accurately, the ones dropped to bring the creature to level 0) - or even go a little beyond!

Revision as of 22:17, 6 August 2010

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