| johnlocke90 |
hi, ill be playing a juvenile silverdragon ( CR 11 ) wich let me take 2 class lvl cuz we start lvl 13.
i was looking for paladain and i think its pretty good but i wanted to have opinions from this community if there a good/cool class i could mix with silverdragon.
Don't confuse CR with character level. A CR 11 monster is generally stronger than a level 11 character. Especially if you are grabbing magic items and picking your own feats.
Now, if your party members are all doing something similar, it won't matter, but if you are grouped with level 13 fighters and clerics then you will likely outpower them.
| Darigaaz the Igniter |
Undying wrote:hi, ill be playing a juvenile silverdragon ( CR 11 ) wich let me take 2 class lvl cuz we start lvl 13.
i was looking for paladain and i think its pretty good but i wanted to have opinions from this community if there a good/cool class i could mix with silverdragon.
Don't confuse CR with character level. A CR 11 monster is generally stronger than a level 11 character. Especially if you are grabbing magic items and picking your own feats.
Now, if your party members are all doing something similar, it won't matter, but if you are grouped with level 13 fighters and clerics then you will likely outpower them.
You'd be wrong there
There are a number of monsters in this book that do not possess racial Hit Dice. Such creatures are the best options for player characters, but a few of them are so powerful that they count as having 1 class level, even without a racial Hit Die. Such characters should only be allowed in a group that is 2nd-level or higher.
For monsters with racial Hit Dice, the best way to allow monster PCs is to pick a CR and allow all of the players to make characters using monsters of that CR. Treat the monster's CR as its total class levels and allow the characters to multiclass into the core classes. Do not advance such monsters by adding Hit Dice. Monster PCs should only advance through classes.
If you are including a single monster character in a group of standard characters, make sure the group is of a level that is at least as high as the monster's CR. Treat the monster's CR as class levels when determining the monster PC's overall levels. For example, in a group of 6th-level characters, a minotaur (CR 4) would possess 2 levels of a core class, such as barbarian.
Note that in a mixed group, the value of racial Hit Dice and abilities diminish as a character gains levels. It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level, received halfway between the 2nd and 3rd levels. Repeat this process a number of times equal to half the monster's CR, rounded down. Using the minotaur example, when the group is at a point between 6th and 7th level, the minotaur gains a level, and then again at 7th, making him a minotaur barbarian 4. This process repeats at 10th level, making him a minotaur barbarian 8 when the group reaches 10th level. From that point onward, he gains levels normally.
GMs should carefully consider any monster PCs in their groups. Some creatures are simply not suitable for play as PCs, due to their powers or role in the game. As monster characters progress, GMs should closely monitor whether such characters are disruptive or abusive to the rules and modify them as needed to improve play.
| Yiroep |
Go paladin and then go Mammoth Rider. Large dragon riding a huge mount ftw.
Also, it's incredibly hilarious.
Edit: Wait, the skills may be a problem. Can you select your skills with racial hit die?
Edit 2: Don't take this so seriously. You would be a 25 ft. stack. Of awesome. But still a 25 ft. stack.
| johnlocke90 |
johnlocke90 wrote:Undying wrote:hi, ill be playing a juvenile silverdragon ( CR 11 ) wich let me take 2 class lvl cuz we start lvl 13.
i was looking for paladain and i think its pretty good but i wanted to have opinions from this community if there a good/cool class i could mix with silverdragon.
Don't confuse CR with character level. A CR 11 monster is generally stronger than a level 11 character. Especially if you are grabbing magic items and picking your own feats.
Now, if your party members are all doing something similar, it won't matter, but if you are grouped with level 13 fighters and clerics then you will likely outpower them.
You'd be wrong there
** spoiler omitted **...
I have seen those rules before and they are bad rules. Monsters get access to things that players don't. For instance, the CR 11 dragon has a base attack bonus of 13 as well at 6 attacks per round. You aren't going to match that with a melee character. He also gets 200 feet fly speed, something no player is ever going to match. This guy has 13 hit die and barbarian level health(d12). He also gets fast progression on all 3 saves.
With that, he will be over his team mates in damage and survivability unless they min/max hard. Then he gets a slew of immunities, darkvision, blindsense and frightful presence.
And the player is going to be stronger than this dragon because he buys magic gear.