| Remco Sommeling |
Do monster players add the stat modifications for having class levels? For example: I have a half-celestial Aasimar with 6 levels in paladin, does she gain +4,+4,+2,+2,+0,and -2to her stats?
players just roll the dice and replace the usual 11 ,11 ,11 ,10 ,10 ,10 scores with whatever they roll or add points with point buy as usual before racial modifiers.
If the monster has class levels of some kind it has already modified stats so you might have to figure out what the base stats are to get to the right ability modifiers.
| Dabbler |
I personally don't play with monsters, but I did prepare this system in case any of my players wanted to play monster characters.
| Remco Sommeling |
I personally don't play with monsters, but I did prepare this system in case any of my players wanted to play monster characters.
I scanned through the document, it looks nice, clear and easy to read and apply. Only I have some issues with the powerlevel of some/most feats they seem to be a fair bit more powerful than other feats.
Especially in the case of Aasimar and Tiefling which can practically be taken by anyone they far outshine similar feats.
Kais86
|
Ah, thanks. Another question: does the level adjustment of being a half-celestial increase as I gain levels? I found the simplest way is to use the actual base creature, which Aasimars don't have extra HD so it's only a +1 level adjustment, however this could be seen as power gaming, which isn't my intent. I really just wanted to fly without magic items, mostly because it's a backstory thing, saved my future mate from falling off a cliff. Otherwise it leads to weird situations like the character enters a quantum state of level 4-7 varying on how you look at it.
| Dabbler |
Dabbler wrote:I personally don't play with monsters, but I did prepare this system in case any of my players wanted to play monster characters.I scanned through the document, it looks nice, clear and easy to read and apply. Only I have some issues with the powerlevel of some/most feats they seem to be a fair bit more powerful than other feats.
Especially in the case of Aasimar and Tiefling which can practically be taken by anyone they far outshine similar feats.
I know they are overpowered as feats, but they need to be to allow the race to be represented, and they are one-shots. On the flip side, you lose out on the feats that enhance your class abilities early on in the game, and that can have a profound effect early in the game.
With the Aasimar and Tiefling I introduced the Heritage feats so a non-sorcerer could gain the benefit of a touch of the celestial or infernal.