Help with creating a monster


Advice


Hello advice boards! I'm creating a monster for the first time. She's a modified trumpet archon, with the advanced template, bumped to 16HD, some new but non-combative special abilities, and spellcasting as a 16th level druid. I'd appreciate some help with calculating the numbers, especially.

I haven't actually changed any numbers yet, other than caster level & spell slots, especially because I'm not sure how to apply the advanced template. Do I use the quick rules, rebuild rules, or both? And adding HD is proving surprisingly complex.

Stats under spoiler:

Voice-of-Wild-Places:
*Items marked have been changed from base stats.
XP 78,600
Female advanced trumpet archon (Pathfinder RPG Bestiary pg. 21)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
Aura aura of menace (DC 22), magic circle against evil
DEFENSE
AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 deflection vs. evil)
hp 175 (14d10+98)
Fort +16, Ref +9, Will +14; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 25
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +4 greatclub*
Special Attacks trumpet
Spell-Like Abilities (CL 16th*)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message
Spells Prepared (CL 16th*)
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 20, Dex 17, Con 25, Int 16, Wis 20, Cha 17
Base Atk +14; CMB +19; CMD 32
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack
Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal +20, Knowledge (religion) +20, Perception +22, Perform (wind instruments) +20, Sense Motive +24, Stealth +20
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +8
Gear
Special Abilities
Bardic Knowledge Voice-of-Wild-Places adds a +8 bonus to Knowledge skill checks, as a bard of her caster level, and may make any Knowledge skill checks untrained.

Spells Voice-of-Wild-Places can cast divine spells as a 16th-level druid. She does not gain access to domains or other druid abilities.

Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC -- Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Voice-of-Wild-Places can also command her trumpet to become a +4 greatclub as a free action. Out of her hands, it is a chunk of useless horn.

Link to base stats for comparison, if it helps.

Any help is appreciated!


Bump.


The Advanced Creature simple template boosts natural armor by 2, and every ability score by 4. This would give a +2 to pretty much everything, including skills, initiative, saves, CMB, attack, damage and save DCs. AC would, obviously, increase by 4, as would CMD, and hp by 2 per HD. It would also retroactively give her 2 extra trained class skills. Likely she'll receive a few bonus spell slots. fionally, CR goes up by 1, from 14 to 15.
Adding extra hit dice, now there's another challenge. Base attack goes up by 2; this boosts CMB, CMD and all attack rolls equally. All saves go up by 1. 2d10 hp for an average of 11, plus Con modifier - don't forget you bumped that with the template. All trained skills increase by 2 as well. More spell slots for the increased caster level, obviously. Hitting 16 HD also gives us an extra ability score point; if you sink it into an odd number, like Dex or Con, the modifier will go up, and further adjustemts will be required. I'm guessing her SR is calculated as 11+HD, so that should go up another 2 points. Finally, the CR; while adding 2 HD would only boost CR by a virtual 1.5, I'd bump it by 2 on account of those non-combat abilities; they're still valuable additions. That brings you to CR 17.
That should get you started. Have fun with the math ;)


Thanks for the help!
So here she is with the advanced template applied. Does the math check out?

New stats with advanced template:
Female advanced trumpet archon (Pathfinder RPG Bestiary pg. 21)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +22
Aura aura of menace (DC 24), magic circle against evil
DEFENSE
AC 31, touch 13, flat-footed 24 (+5 Dex, +16 natural; +2 deflection vs. evil)
hp 203 (14d10+98)
Fort +18, Ref +11, Will +16; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 28
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +4 greatclub
Special Attacks trumpet
Spell-Like Abilities (CL 16th)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message
Spells Prepared (CL 16th)
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 24, Dex 21, Con 29, Int 20, Wis 24, Cha 21
Base Atk +14; CMB +21; CMD 36
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack
Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal +20, Knowledge (religion) +20, Perception +22, Perform (wind instruments) +20, Sense Motive +24, Stealth +20
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +8
Gear
Special Abilities
Bardic Knowledge Voice-of-Wild-Places adds a +8 bonus to Knowledge skill checks, as a bard of her caster level, and may make any Knowledge skill checks untrained.

Spells Voice-of-Wild-Places can cast divine spells as a 16th-level druid. She does not gain access to domains or other druid abilities.

Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC 21 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Voice-of-Wild-Places can also command her trumpet to become a +4 greatclub as a free action. Out of her hands, it is a chunk of useless horn.

How would the extra skills work? Do you mean extra skill points?


You forgot to boost the skills to account for the increased ability modifiers after applying the template; other than that it looks good. As for the skills question: most monsters are considered to have all their skills maxed out. The increase in Int granted by the template retroactively gives her 2 ranks per HD. To keep things easy, just pick 2 skills from the outsider class skill list and calculate them as if they were maxed out too - 3 for training, one per hit die (or 14, for now), plus the relevant ability modifier. When you add extra HD, simply add 1 rank to each trained skill per HD added; going from 14 to 16 HD would boost each skill by 2 in this regard.

Crafting or changing monsters can be pretty challenging at first - I remember having trouble and making mistakes many times over back in the day myself. But practice makes perfect. Just keep at it!

One thing I seem to have forgotten in my first post: when you add extra HD, your monster gets an extra feat every time she reaches an odd level, which would happen at her 15th HD. Toughness, Weapon Focus or Ability Focus are always simple and effective go-to choices, but of course, the options are nearly endless.


Here she is again, with HD advanced and your advice on skills.

New stats:
Female advanced trumpet archon (Pathfinder RPG Bestiary pg. 21)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +26
Aura aura of menace (DC 24), magic circle against evil
DEFENSE
AC 33, touch 13, flat-footed 24 (+5 Dex, +16 natural; +2 deflection vs. evil)
hp 232 (16d10+144)
Fort +19, Ref +12, Will +17; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 27
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +4 greatclub +(1d10/x2)
Special Attacks trumpet
Spell-Like Abilities (CL 16th)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message, speak with animals
Spells Prepared (CL 16th)
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 25, Dex 2, Con 29, Int 20, Wis 24, Cha 21
Base Atk +16; CMB +21; CMD 36
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Light Armor Proficiency, Lightning Reflexes, Persuasive, Power Attack
Skills Craft (armor) +24, Diplomacy +22, Escape Artist +22, Fly +22, Handle Animal +22, Knowledge (planes) +24, Knowledge (religion) +22, Perception +26, Perform (wind instruments) +22, Sense Motive +26, Stealth +24
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +8
Gear leather armor
Special Abilities
Bardic Knowledge Voice-of-Wild-Places adds a +8 bonus to Knowledge skill checks, as a bard of her caster level, and may make any Knowledge skill checks untrained.

Spells Voice-of-Wild-Places can cast divine spells as a 16th-level druid. She does not gain access to domains or other druid abilities.

Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC 23 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Voice-of-Wild-Places can also command her trumpet to become a +4 greatclub as a free action. Out of her hands, it is a chunk of useless horn.


There's still a few slight miscalculations (or typos) in there, but you're coming along nicely. Keep it up, and when you're done, just get the original stat right next to the new ones and look at every individual entry. Ask yourself again: how does adding 4 ability points and 2 HD influence this entry? Check your sources, do the math, and see if it checks out; if not, adjust as needed.
Here's the quick checklist:
-Init should go up due to Dex
-Perception should go up due to Wis, maybe due to HD (see skills)
-Aura DC should go up due to HD
-AC should go up due to Dex and template
-hp should go up due to Con and HD
-saves should go up due to ability scores and HD
-SR should go up due to HD
-attacks and damage should go up due to Str, Dex and HD
-(caster level for spell-like- or supernatural abilities doesn't always go up due to HD)
-DC for spells and spell-likes go up due to ability scores
-ability scores go up due to template, maybe due to HD
-base atk goes up due to HD
-CMB and CMD go up due to ability scores and HD (base atk)
-feats might get added due to HD
-skills go up due to ability scores and HD; extra trained skills might get added due to Int
-other abilities might increase due to anything, for instance: DC might increase due to HD or abilities

Keep it up!


Don't know how I missed redoing her AC numbers. Thanks for that tip!

Here's her new updated stats:

Stats, V 3.0:
Female advanced trumpet archon (Pathfinder RPG Bestiary pg. 21)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +26
Aura aura of menace (DC 26), magic circle against evil
DEFENSE
AC 33, touch 15, flat-footed 28 (+2 armor, +5 Dex, +16 natural,; +2 deflection vs. evil)
hp 232 (16d10+144)
Fort +19, Ref +12, Will +17; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 27
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +4 greatclub +(1d10+/x2)
Special Attacks trumpet
Spell-Like Abilities (CL 16th)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message, speak with animals
Spells Prepared (CL 16th)
8th—
7th—
6th—
5th—
4th—
3rd—
2nd—
1st—
0 (at will)—detect magic, purify food and drink, stabilize, virtue
STATISTICS
Str 25, Dex 21, Con 29, Int 20, Wis 24, Cha 21
Base Atk +16; CMB +21; CMD 36
Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Light Armor Proficiency, Lightning Reflexes, Persuasive, Power Attack
Skills Craft (armor) +24, Diplomacy +22, Escape Artist +22, Fly +22, Handle Animal +22, Knowledge (planes) +24, Knowledge (religion) +22, Perception +26, Perform (wind instruments) +22, Sense Motive +26, Stealth +24

Any advice on calculating her attack bonus and such? I can't make any sense of it. And I'm worried that I calculated her HP wrong, do these numbers work?


HP are spot on. Numbers worked perfectly.
As for her attack stats, either take the original stats and adjust them, like you did with the rest, or re-calculate them from the ground up. It's also never a bad idea to look at the original stats and see where they came from; I often catch myself wondering "why is that attack's damage modifier that high?", only to later realize it's an attack that deals 1.5x Str damage or that has feats applied to it, for instance.
I also just noticed you bumped her aura's DC up by 2 twice. Likely once for her increased ability scores, and once for her HD. In the case of HD, it should have been only 1 point though; many supernatural abilities (namely those that don't literally mimic spells) work on 10 + 1/2 HD + ability mod (instead of 10 + spell level + ability mod). An easy mistake to make, and just as easy to remedy. When in doubt, reverse-engineer the math, see where it comes from; it helps you to understand how the monster was built, and how you improve it.
Remember there's always a source of specific information available somewhere. Me personally, I use the third-party Pathfinder System Reference Document a lot, and Paizo has its very own RD page as well. Beats flipping through the books ;-)
As usual, you're making good progress. Don't let up!


I think I figured out the attack stuff: Every iterative attack has an attack bonus 5 less than the attack(s) before it. I missed that the +4 enhancement on her weapon adjusts both attack rolls AND damage rolls.

Nice catch on her aura DC! I had indeed misread and adjusted it by 2 for each added HD.

Now I just need to give her spells and gear. Would the NPC Gear guidelines for gold be a good start?


Remember: you only get iterative attacks for manufactured weapons, not for natural attacks. And indeed; you get one for every 5 points of base attack bonus over 1. Just look at the Fighter's BAB table for reference. You did that, and caught yourself on the enhancement bonus for the weapon; kudos!

NPC gold would be mandatory. If you go a few hundred GP over it, no sweat - but if you go out of bounds, she'll be equiped more like a PC, and that presents two problems. One: she'll be more powerful, maybe even warranting a CR bump. Two: if the PCs defeat and loot her, she'll drop more than one share's equivalent, quickly enriching the players.


Looking at the NPC gold for weapons, it turns out that her own +4 weapon is quite a bit more than the guidelines allotted for weapons. +4 enhancement is 32,000 gp and the guidelines for a heroic 17th level NPC are 24,000 for weapons. It is useless outside of her hands though.

Would it be overpowering to use that money on other weapons, namely some offensive wands, or should I stick with her club?


The +4 club is not actual equipment, but rather a "special ability" of sorts, and it's already included in her CR. Don't count it as part of her gear. It bears repeating: she's a creature/monster, not an NPC; she shouldn't be getting extra gear in the first place. If you do trick her out, bump her CR up by another point.


I hope this table helps. You don't have to adhere to those values precisely, of course. Variance is normal.


(Hopefully) final stats!

Voice-Of-Wild-Places:
Voice-of-Wild-Places CR 17
XP 102,400
Female advanced trumpet archon (Pathfinder RPG Bestiary pg. 21)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +30
Aura aura of menace (DC 25), magic circle against evil
DEFENSE
AC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural,; +2 deflection vs. evil)
hp 232 (16d10+144)
Fort +21, Ref +14, Will +19; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 27
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +4 greatclub +27/+22/+17(1d10+15/x2)
Special Attacks trumpet
Spell-Like Abilities (CL 16th)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message, speak with animals
Spells Prepared (CL 16th)
8th—summon nature's ally VIII (2)
7th—heal (2), summon nature's ally VII
6th—communal stoneskin, mass bull's strength, mass cure light wounds (2)
5th—call lightning storm (DC 24), insect plague (DC 24), jungle mind, summon nature's ally V (2)
4th—communal protection from energy, cure moderate wounds (2), flame strike (DC 23), freedom of movement,
3rd—communal resist energy, flurry of snowballs (2, DC 22), mass feather step, plant growth, summon nature's ally III
2nd—burst of radiance (DC 21), fog cloud, greensight, owl's wisdom
1st—call animals, entangle (3, DC 20), hydraulic push (2, DC 20), whispering lore
0 (at will)—detect magic, know direction, light, purify food and drink
STATISTICS
Str 25, Dex 23, Con 29, Int 20, Wis 28, Cha 21
Base Atk +16; CMB +21; CMD 36
Feats Ability Focus (trumpet), Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack
Skills Bluff +24, Diplomacy +22, Escape Artist +24, Fly +24, Handle Animal +22, Knowledge (planes) +24, Knowledge (religion) +22, Perception +30, Perform (wind instruments) +22, Sense Motive +30, Stealth +26
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +8
Gear belt of incredible dexterity +2, cloak of resistance +2, headband of inspired wisdom +4
Special Abilities
Bardic Knowledge Voice-of-Wild-Places adds a +8 bonus to Knowledge skill checks, as a bard of her caster level, and may make any Knowledge skill checks untrained.

Spells Voice-of-Wild-Places can cast divine spells as a 16th-level druid. She does not gain access to domains or other druid abilities.

Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC 25 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Voice-of-Wild-Places can also command her trumpet to become a +4 greatclub as a free action. Out of her hands, it is a chunk of useless horn.

Her stats are modified by some items I provided her, using the treasure chart as a guidline. She comes in at exactly the slow GP for a CR 17 creature. Thanks for that link, Ipslore!


Let's see here.
Init should be DEX mod + feat, +6+4, is +10 - somehow you're a point short. Weird, given most things went up by 2.
Reflex should be base save + DEX mod + feat + item, +5+6+2+2, total +15 - again, one point short. I'm guessing you miscalculated your Dex modifier. Again, weird, since it checks out over at AC.
Damage on a two-handed +4 weapon with STR 25 should be (+7 * 1.5) + 4, or +14 - I'm guessing you rounded up instead of down.
CMB should be Base Atk + STR mod, +16+7, so +23 - looks like you forgot to adjust for the increased Strength score there.
CMD should be 10 + Base Atk + STR mod + DEX mod, 10+16+7+6, or 39. Like with CMB, you must've forgotten the Strength boost, and again only halved the Dexterity boost - or something along those lines.
You seem to be missing some spells per day, likely you forgot the increased Wisdom's bonus spells. Base is 4/4/4/4/4/4/3/3/2, Wisdom adds -/3/2/2/2/2/1/1/1/n-a; total should be 4/7/6/6/6/6/4/4/3.
Skills. Hoo boy, skills. The skills should, on average, equal +16 ranks +3 training + stat mod. Diplomacy is 6 points behind; 4 of which likely from the Persuasive feat. Escape Artist 1 behind, like most Dex related errors to this point. Fly, dito. Handle Animal is short by 2. While Knowledge (planes) is spot on, Knowledge (religion) falls behind another 2. Both don't have their bonus from Bardic Knowledge incorporated either. I peg Perception at 2 less points, strangely enough. Perform (wind instruments) is lagging by 2 - a pattern emerges ;) Sense Motive: 2 too high, like Perception. Stealth seems 1 point too high.
Most of the Dexterity/Wisdom snafus I'm going to attribute to the gloves/headband being added incorrectly and only partly calculated.
On a side-note: if feats or racial bonuses increase skills that your creation is not trained in, I'd still advise you to add the skill modifier to the list so you won't forget any bonuses. On another side-note: feats like blind-fight, cleave, combat reflexes and power attack should get an entry in "attack options", just below attacks and before special attacks.

Important to note is that it's been a rough, tiring week for me, and it's getting late in the evening; I could have missed out on some of the math here or there.
All things considered, for a first-time creation you sure as <insert your favorite bad place here> didn't do too bad a job. Especially since you did it without any explicit hand-holding. We only showed you the path; you're the one who walked it! ...just takes some time to get used to the pits and bumps, is all ;)
Keep up the good work!


Ergh. Don't know how those all escaped me.

Once more:

Stats, again:
Voice-of-Wild-Places CR 17
XP 102,400
Female advanced trumpet archon (Pathfinder RPG Bestiary pg. 21)
LG Medium outsider (archon, extraplanar, good, lawful)
Init +10; Senses darkvision 60 ft., low-light vision; Perception +28
Aura aura of menace (DC 25), magic circle against evil
DEFENSE
AC 32, touch 16, flat-footed 26 (+6 Dex, +16 natural,; +2 deflection vs. evil)
hp 232 (16d10+144)
Fort +21, Ref +15, Will +19; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 27
OFFENSE
Speed 40 ft., fly 90 ft. (good)
Melee +4 greatclub +27/+22/+17(1d10+14/x2)
Attack Options Blind-Fight
Special Attacks trumpet
Spell-Like Abilities (CL 16th)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message, speak with animals
Spells Prepared (CL 16th)
8th—finger of death (2, DC 27), mass cure serious wounds
7th—heal, fire storm (DC 26), sunbeam (2, DC 26)
6th—communal stoneskin, mass bull's strength, mass cure light wounds (2)
5th—call lightning storm (3, DC 24), fickle winds, insect plague, jungle mind
4th—communal protection from energy, cure moderate wounds, flame strike (2, DC 23), freedom of movement, ice storm
3rd—communal resist energy, flurry of snowballs (DC 22), ice spears (DC 22), mass feather step, plant growth, raging rubble
2nd—burst of radiance (2, DC 21), fog cloud (2), greensight, owl's wisdom
1st—call animals, cure light wounds (3), entangle (DC 20), hydraulic push (2)
0 (at will)—detect magic, know direction, light, purify food and drink
STATISTICS
Str 25, Dex 23, Con 29, Int 20, Wis 28, Cha 21
Base Atk +16; CMB +23; CMD 39
Feats Ability Focus (trumpet), Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack
Skills Bluff +24, Diplomacy +28, Escape Artist +25, Fly +25, Handle Animal +24, Knowledge (planes) +24, Knowledge (religion) +24, Perception +28, Perform (wind instruments) +24, Sense Motive +28, Stealth +25
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +8
Gear belt of incredible dexterity +2, cloak of resistance +2, headband of inspired wisdom +4, spell component pouch
Special Abilities
Bardic Knowledge Voice-of-Wild-Places adds a +8 bonus to Knowledge skill checks, as a bard of her caster level, and may make any Knowledge skill checks untrained.

Spells Voice-of-Wild-Places can cast divine spells as a 16th-level druid. She does not gain access to domains or other druid abilities.

Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC 25 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. Voice-of-Wild-Places can also command her trumpet to become a +4 greatclub as a free action. Out of her hands, it is a chunk of useless horn.


Don't sweat it. The first few times crafting or altering monsters are very daunting challenges. I'm betting you can see numbers floating in front of you when you go to sleep! But we've all been there; nobody does everything perfectly right from the first try. I know I was sick and tired of seeing numbers the first time I did this...
Practice makes perfect. Although next time, perhaps you might want to try something a little simpler, and work your way up.

Honestly, I'm not going to bother reading the statblock again and sifting through it for mistakes. If you've implemented my notes in the previous post, Voice should be pretty much done; the occasional +1 or -1 here or there won't be a gamebreaker. Bottom line is: you did it! Pat yourself on the back, you earned it...

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