Adding Prestige Class Levels to Monsters. What's the Ratio?


Rules Questions

Grand Lodge

I know that adding base class levels to certain monsters can be 2:1 or 1:1 for CR (ie. a minotaur barbarian 4 vs a minotaur wizard 4), up to its own CR and then it's 1:1 regardless, but what about prestige class levels? Are those 1:1? Or do they follow the same rules as base classes? For instance, adding a loremaster level onto a hill giant wizard should be 2:1, assuming the number of wizard levels doesn't bump it over it's CR of 7. But, is it?

Next, how do you determine their role? What's a rage prophet? Is it combat? It lets you gain spells at certain levels, so is it a spell role? How about arcane archer? It should be combat, but it's very specific combat. Hill giants aren't dexterous enough to use a bow to the point of it being very useful. Eldritch knight is definitely combat. Or, are prestige classes like the paladin and monk? They have no actual role.

I'll leave you with an example and I want to know what everyone thinks is the final CR. Hero Lab says CR 7, but I don't really trust it. It doesn't seem to acknowledge "roles".
The build is a minotaur oracle 1/barbarian 2/rage prophet 3. Before the PrC levels, I'd say CR 7. With PrC levels, I'd say it's either CR 8 or 10. I'm not sure what the final call is.


...yeah, I think you've summed up the cluster@#$% that is adding levels to monsters. Especially since it only covers the first set of classes. Personally I'd call Rage Prophet "Special". It's a d10 HD but 3/4th BAB and 7/10 casting. That's closest to Bard on the actual list we have, but with 4+Int skills it's not Skill (and it doesn't give you any bonuses to skills). Special is never key, so always 1/2.

So Barb (+2) Oracle (+1/2) Rage Prophet (+1/2, +2). So CR 9. Minotaur (4), Oracle 1 (4 1/2), Barb 2 (6 1/2), Rage Prophet 1 (7), at which point you've added 4 levels so everything is key, so the last two levels of Rage Prophet add +2 CR for a total of CR 9.

Grand Lodge

Yeah, other classes would be nice.

Thanks for the info.


kevin_video wrote:

I know that adding base class levels to certain monsters can be 2:1 or 1:1 for CR (ie. a minotaur barbarian 4 vs a minotaur wizard 4), up to its own CR and then it's 1:1 regardless, but what about prestige class levels? Are those 1:1? Or do they follow the same rules as base classes? For instance, adding a loremaster level onto a hill giant wizard should be 2:1, assuming the number of wizard levels doesn't bump it over it's CR of 7. But, is it?

Next, how do you determine their role? What's a rage prophet? Is it combat? It lets you gain spells at certain levels, so is it a spell role? How about arcane archer? It should be combat, but it's very specific combat. Hill giants aren't dexterous enough to use a bow to the point of it being very useful. Eldritch knight is definitely combat. Or, are prestige classes like the paladin and monk? They have no actual role.

I'll leave you with an example and I want to know what everyone thinks is the final CR. Hero Lab says CR 7, but I don't really trust it. It doesn't seem to acknowledge "roles".
The build is a minotaur oracle 1/barbarian 2/rage prophet 3. Before the PrC levels, I'd say CR 7. With PrC levels, I'd say it's either CR 8 or 10. I'm not sure what the final call is.

What's this about a role ? Where does your rule come from ? O_o

The Gamemastery's book rules are :

Quote:
Adding NPCs: Creatures whose Hit Dice are solely a factor of their class levels and not a feature of their race, such as all of the PC races detailed in Races, are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a creature with a CR equal to its class levels –2. If this reduction would reduce a creature’s CR to below 1, its CR drops one step on the following progression for each step below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.

Else it's CR+1 per level of class, whatever the class...


From my experience class templates from Monster Codex and the advanced template are handier ways to improve a monster.

In the case of the minotaur, I'd take the barbarian template and slap the advanced one on top - CR 7, ready to go. Advanced can include one or two other benefits (especially if you trade out the natural armor increase or halve the stat bonuses) - I'd pick up like 2 visible oracle powers of reasonable power level (e.g. bone armor). The curse should be rather visible for the players - otherwise there is not much point to add it.

Grand Lodge

Loengrin wrote:

What's this about a role ? Where does your rule come from ? O_o

The Gamemastery's book rules are :

Quote:
Adding NPCs: Creatures whose Hit Dice are solely a factor of their class levels and not a feature of their race, such as all of the PC races detailed in Races, are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a creature with a CR equal to its class levels –2. If this reduction would reduce a creature’s CR to below 1, its CR drops one step on the
...

From Bestiary 1:

Table 2–4 gives general guidelines regarding which core classes add directly to a monster’s abilities based on its role. Classes that are marked “key” generally add 1 to a creature’s CR for each level added. Classes marked with a “—” increase a creature’s CR by 1 for every 2 class levels added until the number of levels added are equal to (or exceed) the creature’s original CR, at which point they are treated as “key” levels (adding 1 to the creature’s CR for each level added).

Grand Lodge

SheepishEidolon wrote:

From my experience class templates from Monster Codex and the advanced template are handier ways to improve a monster.

In the case of the minotaur, I'd take the barbarian template and slap the advanced one on top - CR 7, ready to go. Advanced can include one or two other benefits (especially if you trade out the natural armor increase or halve the stat bonuses) - I'd pick up like 2 visible oracle powers of reasonable power level (e.g. bone armor). The curse should be rather visible for the players - otherwise there is not much point to add it.

There's a full story behind it. He is double cursed: lame and deaf.

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