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Fax Celestis
2006-09-20, 12:32 AM
Not that it's been an issue or I've seen anything too terribly bad of late, but I thought I'd drop this into place considering a lot of questions I've received.

Monsters
Tools
Vorpal Tribble's Guide To Making Monsters
Pifro's Monster Calclulator (http://pifro.com/mon/)
SRD entry on types and subtypes (http://www.d20srd.org/srd/typesSubtypes.htm)

Monsters From The Top Down
Name: Name your monster. Honestly, I've seen a lot of names that really just stick out as a sore thumb, even on an otherwise well-designed monster. If you're stuck for a name, I personally recommend taking one word that closely describes your creature, seeing what it looks like and sounds like in other languages, and then altering that slightly until you come up with a name that sounds interesting. You might want to try Babelfish (http://babelfish.altavista.com), BehindTheName (http://behindthename.com) (which also has a generator (http://behindthename.com/random/), or Wehewehe (http://wehewehe.org) if you're stuck.

Size/Type: Keep in mind what the different sizes mean. Sizes range from Fine at the smallest to Colossal at the largest. For reference, here's a table with similar sizes for creatures of the different sizes:
{table=head]Size | Equivalent
Fine | Gecko, frog, tarantula
Diminutive | Kitten, squirrel, pidgeon
Tiny | Housecat, terrier, eagle
Small | Younger than teenage human
Medium | Teenage and older human
Large | Coupe car, horse, bear
Huge | Box truck, Hummer, train engine
Gargantuan | Tractor-trailer (with trailer), one-bedroom apartment
Colossal | Cessna jet, most office buildings[/table]

As for types, keep in mind what they're supposed to entail: Aberrations are generally otherworldly in at least some sense, for instance. A complete description of the different types (and the features they carry) can be found here (http://http://www.d20srd.org/srd/typesSubtypes.htm). Do note that your creature carries all the characteristics of its type and subtype regardless of whether you note it or not, due to the way types and subtypes work. Some creatures are exceptions to the abilities granted by type or subtype, but these special instances are specifically delineated in the monster entry itself.

Hit Dice: Remember that HD are determined by type. Undead, for instance, always have a d12 HD. Creatures always receive average HP per die, as per the following table:

{table=head]HD Size | Average | Types
d4 | 2.5
d6 | 3.5 | Fey
d8 | 4.5 | Aberration, Animal, Elemental, Giant,<br>Humanoid, Monstrous Humanoid, Outsider, Plant, Vermin
d10 | 5.5 | Construct, Magical Beast, Ooze
d12 | 6.5 | Dragon, Undead[/table]

Monsters (except Constructs and creatures without Constitution scores, such as most Undead) also receive bonus HP equal to their Constitution modifier multiplied by their HD. Constructs are a special case and instead gain a flat amount of bonus HP based on their size:

{table=head]Construct Size | Bonus HP
Fine | +0
Diminutive | +0
Tiny | +0
Small | +10
Medium | +20
Large | +30
Huge | +40
Gargantuan | +60
Colossal | +80[/table]

Remember that your creature's size also affects their Grapple modifier, Hide modifier, Armor Class, and attack bonus.

Initiative: Unless your creature has the Improved Initiative feat or an ability that directly affects their Initiative, this should be set to the creature's Dexterity modifier.

Speed: Creatures can have several different modes of movement (http://http://www.d20srd.org/srd/specialAbilities.htm#movementModes): Land, Fly, Swim, Burrow, and Climb. Most creatures, except under extraordinary circumstances, will favor either a Land, Fly, or Swim speed over anything else. Remember that having a Swim or Climb speed automatically grants you a racial bonus on Swim or Climb checks, as appropriate. This bonus is +8, and also allows the creature to Take 10 on the appropriate check even when threatened. Some creatures are also allowed with this ability to use a different modifier for the appropriate check (Dexterity instead of Strength for Climb checks, for instance), as they are more appropriately suited for such a style of movement.

Also note that having a land speed in excess of 30' provides a bonus to Jump checks, and one below 30' penalizes Jump checks:

{table=head]Land Speed | Bonus to Jump
0' | Cannot jump
5'-10' | -12
15'-20' | -6
25'-35' | +0
40'-45' | +4
50'-55' | +8
60'-65' | +12
Each additional 10' | +4[/table]

Armor Class: I cannot stress this enough: show the breakdown for your creature's armor class. There are a multitude of effects that bypass a particular kind of armor, and on-the-fly adjucation will most likely come up with a different answer than the one you intended.

Base Attack/Grapple: Your creature's BAB is based directly on the number of HD they have and the type they carry.

{table=head]Type | BAB
Aberration | +3/4 HD
Animal | +3/4 HD
Construct | + 3/4 HD
Dragon | +1/1 HD
Elemental | +3/4 HD
Fey | +1/2 HD
Giant | +3/4 HD
Humanoid | +3/4 HD
Magical Beast | +3/4 HD
Monstrous Humanoid | +1/1 HD
Ooze | +3/4 HD
Outsider | +1/1 HD
Plant | +3/4 HD
Undead | +1/2 HD
Vermin | +3/4 HD[/table]

Grapple is determined by adding the creature's Strength modifier to their BAB and attaching a size modifier.

{table=head]Size | Grapple Modifier
Fine | -16
Diminutive | -12
Tiny | -8
Small | -4
Medium | +0
Large | +4
Huge | +8
Gargantuan | +12
Colossal | +16[/table]

Attack: List attacks like " [Attack] +X [melee or ranged] (damage dice + damage modifiers, critical range/critical multiplier)". If a creature has multiple attacks, insert a "; OR" betewen them.

Full Attack: See above, but also remember to include attack options like Rapid Shot as separate lines.

Space/Reach: This is set by your creature's size. The number listed for Space is for one side of a square. Tall creatures (like a human) generally have longer reach than long creatures (like a tiger).

{table=head]Size | Space | Reach (Tall) | Reach (Long)
Fine | 1/2' | 0' | 0'
Diminutive | 1' | 0' | 0'
Tiny | 2 1/2' | 0' | 0'
Small | 5' | 5' | 5'
Medium | 5' | 5' | 5'
Large | 10' | 10' | 5'
Huge | 15' | 15' | 10'
Gargantuan | 20' | 20' | 15'
Colossal | 30' | 30' | 20'[/table]

Creatures with less than 5' reach can't attack surrounding squares and do not threaten squares. They must enter an opponent's square (which provokes an Attack of Opportunity) to attack.

Special Attacks: Any special ability not gained by feats that the creature can use to directly attack another creature (except spell-like abilities) is listed in this section and described below the statistics block. Save DCs for a creature's abilties are set at 10 + 1/2 HD + relevant modifier.

{table=head]Modifier | Applicable Attack
Strength | Physical trauma
Dexterity | Accurate attacks, called shots
Constitution | Breath weapons, poison
Intelligence | Arcane spellcasting, telepathy
Wisdom | Divine spellcasting, perception
Charisma | Spell-like abilities, gaze attacks, anything not listed above[/table]

Special Qualities: Any special ability that doesn't fit into the Special Attacks section goes here, including features like radiated auras and spell-like abilities. Again, do not include feats in this section and describe the abilities underneath the statistics block. Calculate any necessary Save DCs the same way.

Saves: Saving throws are calculated according to creature type and the relevant ability modifier.
{table=head]Type | Fort | Ref | Will
Aberration | +1/3 HD | +1/3 HD | 2 +1/2 HD
Animal | 2 +1/2 HD | 2 +1/2 HD | +1/3 HD
Construct | +1/3 HD | +1/3 HD | +1/3 HD
Dragon | 2 +1/2 HD | 2 + 1/2 HD | 2 +1/2 HD
Elemental | 2 +1/2 HD (Earth, Water)/+1/3 HD (Fire, Air) | +1/3 HD | 2 +1/2 HD (Fire, Air)/+1/3 HD (Earth, Water)
Fey | +1/3 HD | 2 +1/2 HD | 2 +1/2 HD
Giant | 2 +1/2 HD | +1/3 HD | +1/3 HD
Humanoid | +1/3 HD | 2 +1/2 HD | +1/3 HD
Magical Beast | 2 +1/2 HD | 2 +1/2 HD | +1/3 HD
Monstrous Humanoid | +1/3 HD | 2 +1/2 HD | 2 + 1/2 HD
Ooze | +1/3 HD | +1/3 HD | +1/3 HD
Outsider | 2 +1/2 HD | 2 +1/2 HD | 2 +1/2 HD
Plant | 2 +1/2 HD | +1/3 HD | +1/3 HD
Undead | +1/3 HD | +1/3 HD | 2 +1/2 HD
Vermin | 2 +1/2 HD | +1/3 HD | +1/3 HD[/table]

Abilities: A creature's abilities always use the Common array (11, 11, 11, 10, 10, 10) and then are augmented with the cretature's racial modifiers.

Skills: Number of skills per HD is also set by type. A creature's class skills are usually ones that do not require training and are different from creature to creature. A good number to go with is to choose a number of "class skills" equal to the number of skills that the monster receives per level, and simply put maximum ranks in them all. Remember, creatures without Intelligence scores do not receive skills or feats. Monsters also receive four times the normal amount of skills at first level.

{table=head]Type | Skills
Aberration | 2+Int
Animal | 2+Int
Construct | 2+Int
Dragon | 6+Int
Elemental | 2+Int
Fey | 6+Int
Giant | 2+Int
Humanoid | 2+Int
Magical Beast | 2+Int
Monstrous Humanoid | 2+Int
Ooze | 2+Int
Outsider | 8+Int
Plant | 2+Int
Undead | 4+Int
Vermin | 2+Int[/table]

Feats: Like PCs, monsters receive one feat at 1st HD and an additional feat at 3rd HD and every three HD thereafter. Creatures occasionally receive bonus feats which the creature does not meet the prerequisites for but still has access to due to natual predilection.

Enviroment: Monsters have homes, and this line lets us know what kind of environment the creature is found in. If someone is using wandering monster encounter tables, then this line is what they use to determine where to add your monster.

Organization: Not all monsters are solitary. Give a few examples as to how a monster is typically found, such as "Solitary, Pairs, or Mobs (4-16)". When giving a size, try to make it determinable with dice. In this example, 4-16 is 4d4.

Challenge Rating: I've seen a variety of methods to set CRs on creatures, but I've really only found two that work 95% of the time. The first is the one I use: the creatures CR should be between a 3:2 to a 1:1 ratio for BAB:CR, generally, so that a BAB of +9 would be a CR between 6 and 9.

Vorpal Tribble's method, slightly more accurate but requiring more work than my method is as follows:


Divide its average HP by 4.5 to 6,
4.5 for 5 HD or lower, 5 for 6-10 HD, 5.5 for 11-15 HD, 6 for 16-20 HD.
Add 1 for each five points above 10 its AC is, minusing 1 for every 5 below.
Add 1 for each special attack (+2 to +5 or more if its got a decent number of spells in its spell-like abilities).
Add 1 for each quality unless you deem it worthy of more. Add 1 for each resistance and 10 points of DR it has, and 2 for each immunity.
Add 1 for every two bonus feats it has.
Divide by 3.

Treasure: Let us know what kind of treasure the monster is likely to have. Some monsters have treasure lines that look like "Standard; gems only" or "Double standard; weapons and armor only". This is mostly for DMs that like to roll randomized treasure.

Alignment: Unless this creature is unique, don't put in just a single alignment. Use the "Always," "Usually", "Sometimes," and "Rarely" qualifiers.

Advancement and Favored Class: Give advancement paths, whether
by HD or by class. If by class, provide a favored class.

Level Adjustment: Provide a level adjustment as you deem appropriate. Unlike the rest of this, there's no real fixed method for setting Level Adjustment. It's best to just approximate and go with what you feel's best.

Format
Name
SIZE TYPE (SUBTYPE)
HD HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Init: INITIATIVE
AC X; touch X; flat-footed X
(AC DETAILS)
BAB +X; Grp +X
Attack Standard attack +X (damage, critical range/critical multiplier + additional damage)
Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
Space X ft.; Reach X ft.
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X

Copy/Paste the following:
Name
SIZE TYPE (SUBTYPE)
HD HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Init: INITIATIVE
AC X; touch X; flat-footed X
(AC DETAILS)
BAB +X; Grp +X
Attack Standard attack +X
(damage, critical range/critical multiplier + additional damage)
Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
Space X ft.; Reach X ft.
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X


<hr>
Classes
Fax Celestis' Prestige Class Creation Tutorial (http://www.giantitp.com/forums/showthread.php?t=10433)

When you're enumerating the skills, abilities and saves of a class, write them out. I can't stress that enough.

After all, what looks more professional and is easier to visualize? “Saves: Good fort, bad ref, bad will,” or:

{table=head]Fort|Ref|Will

+2|+0|+0[/table]

However, certain formulas can be used as a shortcut to determine base attack bonus and saves. Always remember to round down. Hit Die is equivalent to level as well.
Base Attack Bonus
Good: Equal to HD
Average: 3/4 of HD
Poor: 1/2 of HD
Epic Base Attack Bonus
Add 1/2 of HD to 20th level/HD BAB (20 for good, 15 for average, 10 for poor)
Saves
Good: 2 plus 1/2 of HD
Poor: 1/3 of HD
Epic Saves
Add 1/2 of HD to 20th level/HD Saves (12 for good, 6 for poor)
Ability Modifiers
Ability score minus 10, divided by 2

On Requirements and Abilities
Most prestige classes are designed to be entered at level 5, though more powerful ones are sometimes at level 8 or higher. Always set class skills in PrCs as if they would be acquired at the minimum possible level.
Always explain everything as clearly as possible in game terms. Cite mechanics.
The general format for a saving throw is 10 + class level + ability modifier or 10 + hit dice + ability modifier, though I have also seen 5 + skill ranks.

Format
Due to the size of these codes, each is contained under a Spoiler tag. Click “Show” to view the table and code; it is suggested you do not open all at once so the post remains relatively easy to read.

20 Level Base Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
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+x|Class Ability

8th|
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+x|
+x|
+x|Class Ability

9th|
+x|
+x|
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10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
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13th|
+x|
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+x|Class Ability

14th|
+x|
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+x|Class Ability

15th|
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+x|Class Ability

16th|
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17th|
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+x|Class Ability

18th|
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19th|
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+x|
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+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
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+x|Class Ability

15th|
+x|
+x|
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+x|Class Ability

16th|
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17th|
+x|
+x|
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18th|
+x|
+x|
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+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]


20 Level Base Class with Spellcasting
Note that you can leave off information for the end columns if the class has not yet gained spells per day at that spell level – for example, no need to fill out anything past 1st spell level for the 1st level row on a class with the same spell progression as a wizard or cleric.

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+x|
+x|
+x|
+x|Class Ability|-|-

2nd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

3rd|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-

4th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-

5th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-

6th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-

7th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-

8th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

9th|
+x|
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+x|Class Ability|-|-|-|-|-|-|-|-|-|-

10th|
+x|
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11th|
+x|
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12th|
+x|
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+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

13th|
+x|
+x|
+x|
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14th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

15th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

16th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

17th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

18th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

19th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

20th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-[/table]

20 LEVEL SPELLCASTING BASE CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+x|
+x|
+x|
+x|Class Ability|-|-

2nd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

3rd|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-

4th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-

5th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-

6th|
+x|
+x|
+x|
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7th|
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+x|Class Ability|-|-|-|-|-|-|-|-

8th|
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9th|
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10th|
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11th|
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12th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

13th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

14th|
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+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

15th|
+x|
+x|
+x|
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16th|
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17th|
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18th|
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19th|
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+x|Class Ability|-|-|-|-|-|-|-|-|-|-

20th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-[/table]


10 Level Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability [/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]


10 Level Spellcasting Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

6th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

7th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

8th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

9th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

10th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class [/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

6th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

7th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

8th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

9th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

10th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class [/table]


5 Level Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability[/table]


5 Level Spellcasting Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]


3 Level Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability[/table]


3 Level Spellcasting Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]


<hr>
Spells
Always, always, always make spells the same format you see them in the book.
If you're making a spell that's similar to another one, it's usually a good idea to quote the relevant text directly and then add changes and clarifications. Do note that you can't quote directly anything that isn't SRD.

On Assigning A Level To A Spell
First, determine who you want to cast it. Remember, adding to class lists for casters with small lists is a potentially bad idea. Classes like the Duskblade use a limited spell list as a balancing factor.

Here's also a few guidelines for who should cast what:
Does it deal holy damage or only work against specific alignments? It's a divine spell and should be cast by divine casters.
Does it deal lots of damage or break the inherent laws of the universe? It's an arcane spell and probably shouldn't be available to divine casters at all, except maybe as a domain spell.
Does it have applications for martial classes that outstrip non-martial classes' ability to use the spell well? If so, it should probably go to the Paladin or Ranger...if you're feeling talented, take a shot at adding it to the Duskblade/Hexblade/Assassin spell lists.
Is it a mind-affecting, fear, charm, illusion, or compulsion affect lower than sixth level? Almost certainly a bard spell.

Second, compare it to similar spells. If you're making a better fireball, for instance, it should be higher level than fireball. However, if it's not as good as Delayed Blast Fireball, stick it somewhere in the middle.

Sometimes it's not possible to do this part, since there simply isn't a spell like it already in existence. Then you've really just got to guess.

On Assigning A School
Assigning a school to a spell is an interesting task, but answering the following questions should at least narrow down the schools it could go in.

Also, remember that there are now dual-school spells, introduced in the PHB-II (well, reintroduced, since they existed in 2e).

Does the spell summon or fabricate a creature, object, or force? Probably Conjuration or Evocation, except in the case of undead, where it is Necromancy.
Is the spell mind-affecting or fear-inducing? Almost certainly Illusion or Enchantment.
Does the spell deal in negative energy? Necromancy.
Does the spell change one object, person, power, or other into another one of the same or different type? Transmutation.
Does the spell tell you the future, the past, about an object, person, place, or idea? Divination.
Does the spell protect you from harm, magical or otherwise? Abjuration.
Does the spell protect an object fom harm, magical or otherwise? Probably Abjuration, though it could be Enchantment.
Does the spell kill on a failed save? Enchantment, Illusion, or Necromancy.
Does the spell fail on a successful wil save? Enchantment or Illusion.
Does the spell require a reflex save for half damage? Evocation or Conjuration.
Does the spell move or transport a creature or object from one location to another? Conjuration.

As for descriptors, those are fairly easy:

Does the spell have a particular element or alignment inherent in the spell? Add the appropriate descriptor.
Does the spell create a force effect (like magic missile, wall of force, or Bigby's hand)? Add the [Force] descriptor, and put it in the Evocation school.
Does the spell tinker with an opponent's mind? Add [Mind-Affecting].
Does the spell cause the target to become afraid? Add [Fear], and probably ad [Mind-Affecting].
Is the spell dependent on your words being understood? Add [Language-Dependent].

Player's Handbook 173 to 177 is an immense help for this sort of thing, though I don't believe it’s in the SRD.

Format
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:


Feats
Feat Name [Feat Type]
Flavor text.
Prerequisites: You put prerequisites here. Skip this line if there are no prerequisites.
Benefits: You put benefits here. You always need this part.
Normal: If your feat alters an existing way of doing things, describe that here. If your feat grants an entirely new ability, skip this part.
Special: Anything else you feel is important but that doesn't quite fit in the other sections. If you've covered everything, skip this part.

Feat Name [Feat Type]
Flavor text.
Prerequisites:
Benefits:
Normal:
Special:

*Most feats prerequisites are on odd numbers. Dodge, for instance has a Dex requirement of 13+, while Combat Expertise calls for Int 13+.

General Information
Make frequent use of the bold, italic, and underline tags, instead of using capitalization.
Run your work through a spell checker.
Follow book formats as close as possible, even if you have a way that makes “more sense.” Since everyone is familiar with it, you are more likely to receive responses.
<hr>
Anyone want to add anything?

Lord Iames Osari
2006-09-20, 12:46 AM
Looks good to me. I nominate this thread for stickyness!

Gralamin
2006-09-20, 12:51 AM
Attempt to clearly explain an ability in game terms, it makes it easier for everyone.

BelkarsDagger
2006-09-20, 03:12 AM
ZOMG THIS IS LEIK SO KEWL!!!!!!!!!!!1!

*ahem* translated into english;

Thanks for putting this up, now I know how to do CRs, and how to do tables. :)

ghost_warlock
2006-09-20, 03:28 AM
The save DCs for many monster special abilities are based off of 10 + 1/2 HD + ability mod.

Might be worth noting...

fangthane
2006-09-20, 05:09 PM
Here're another few guidelines for dialing in a CR which might not lend itself as readily to your method or VT's (to reduce subjectivity in special ability mods, for example)

1. A creature at a given CR should do no more damage per (average) attack than about 1/4 of the average HP of a barbarian 4 levels higher.

2. A creature at a given CR should do no more damage per round than about half the average HP of a fighter two levels higher (calculated based on hit probability multiplied by average damage and added for each attack in a maximised combat round)

3. A creature at a given CR should do damage more or less equal to what it receives in a given round, including two melee classes and one arcane caster of the same level as its CR. If it has significant abilities it should (generally) deal between half and the same as the damage it receives.

Edit - Even if another method is used, this can provide a valuable sanity check to ensure you're not going to inflict a guaranteed TPK. If it happens, it happens, but it's our job as the DM to try to limit the possibility while retaining a sense of danger and the ability to 'luck out' into getting a single or pair of kills. Basing melee damage balance on a fighter class means that any wizard at ground zero is in deep trouble, which is as it should be.

I'll try to remember to do the table conversions so that we've got a common reference for what rogue/fighter AC, attack and stat boosts should be at a given level; that way if people think I'm out to lunch I can amend them as necessary. ;)

belboz
2006-09-20, 08:05 PM
This is a *very* good thread. I'm especially happy about the advice on CRs, since it's something that doesn't come naturally to me.

One think to note with Fax's &quot;simple&quot; method--it doesn't work, of course, for monsters with a very heavy reliance on special attacks. A nymph, for example, has CR over *twice* her BaB.

Similarly, Fangthane's method (although it works against spell-using creatures that rely a lot on evocation-type spells) doesn't work for creatures that make heavy use of save-or-lose type abilities.

And there's alternate damage, too, of course. An Allip can't touch your HP, but it's still CR 3.

Those are probably good sanity checks for a *minimum* CR, though.

Fax Celestis
2006-09-20, 10:45 PM
Added &quot;Spells&quot; Section.

Lord Iames Osari
2006-09-20, 10:50 PM
On the spells section -specifically, the bullet point dealing with force spells. Not all of them are evcation. I can think of at least one that's conjuration (mage armor) and another that's abjuration (shield).

Fax Celestis
2006-09-20, 10:59 PM
On the spells section -specifically, the bullet point dealing with force spells. Not all of them are evcation. I can think of at least one that's conjuration (mage armor) and another that's abjuration (shield).
Entirely granted. However, 90% of spells with the [Force] descriptor are Evocation. All the Bigby's, Wall of Force, Resilient Sphere, Telekinetic Sphere, Magic Missile, Blade Barrier..all Evocation.

But there are exceptions to every rule. For instance, Mage Armor being Conjuration, or Cause Fear being Necromancy. Or hell, Command Plants as Transmutation.

But in general, the rules posted above should apply.

fangthane
2006-09-21, 12:54 AM
Spells - if it requires an attack roll it's usually either evocation or conjuration. (remembered enfeeblement/enervation etc)

It might be an idea to put in a section for spells involving the maximum typical values - spells up to level 3 generally max their effectiveness at level 10 (regardless of the specifics of their progression), level 4 and 5 spells max effectiveness at character level 15 (dice) or 20 (modifier to a single die), level 6-7 spells typically max at 20 dice and so forth. Exceptions exist (scorching ray, etc) but generally that's the guideline - and even exceptions are close.

Also - If a spell is movement-affecting or sonic-derived, it's probably a bard spell.

Eighth_Seraph
2006-09-21, 04:35 PM
I also nominate this thread to be stickied, that way when people go to post their good ideas, they come out looking like good ideas.

fangthane
2006-09-22, 11:35 PM
Got my spreadsheets (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=homebrew;action=display;num=11589816 72) posted up now - for anyone interested in figuring out the damage dealt by the party against a given critter, the starting point is to add up melee and evocation potential - this chart makes the melee part easy, and also gives a nice sanity check in terms of character HP and AC. I've found them invaluable in determining quickly whether my proposed CR for a creature is within appropriate bounds; hopefully others will too :)

Edit - I also think this might be better stickied, but what do I know? :)

Arakune
2006-09-23, 02:03 PM
need something for feats.

Daedrous Avari
2006-09-24, 01:46 PM
This should be stickied, and the format for each one should be posted.

Fax Celestis
2006-09-24, 03:22 PM
Formats added. Feats I have no idea on how to do. Anyone have suggestions?

Lord Iames Osari
2006-09-24, 03:37 PM
Feat Name [Feat Type]
Flavor text.
* Prerequisites: You put prerequisites here. Skip this line if there are no prerequisites.
* Benefits: You put benefits here. You always need this part.
* Normal: If your feat alters an existing way of doing things, describe that here. If your feat grants an entirely new ability, skip this part.
* Special:Anything else you feel is important but that doesn't quite fit in the other sections. If you've covered everything, skip this part.

Feat Name [Feat Type]
Flavor text.
Prerequisites: You put prerequisites here. Skip this line if there are no prerequisites.
Benefits: You put benefits here. You always need this part.
Normal: If your feat alters an existing way of doing things, describe that here. If your feat grants an entirely new ability, skip this part.
Special:Anything else you feel is important but that doesn't quite fit in the other sections. If you've covered everything, skip this part.

Caelestion
2006-09-24, 06:40 PM
Don't forget that if a feat requires an ability score, make it odd, like Dodge's Dex 13 and Combat Expertise's Int 13.

LordOfNarf
2006-10-08, 11:47 AM
Also, for monsters, you should add

physical description

descriptive text

Combat

Combat style

special ability name description of special ability


physical description

descriptive text

Combat

Combat style

special ability name descrtiption of special ability


since this is the mnster format fof the non-block stuff,

And I nominate this thread for stickyness!

EDIT: Hit Dice should be spelled out, and the format for attacks should be (damage die+additional damage critical threat range/critical hit multiplier)

EDIT2:I made a few modifications to your monster stat block to make it more like the WotC n=block in the MM. Here it is:

Name
SIZE TYPE (SUBTYPE)
Hit Dice HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Init: INITIATIVE
AC X (AC DETAILS) touch X; flat-footed X
Base Attack/Grapple +X/+X
Attack Standard attack +X melee/ranged (damage die+ additional damage, critical range/critical multiplier)
Full-Attack Full attack +X/+X/+X melee/ranged (damage die+ additional damage, critical range/critical multiplier,)
Space/Reach X ft/X ft
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X

physical description

descriptive text

Combat

Combat style

special ability name description of special ability


Name
SIZE TYPE (SUBTYPE)
Hit Dice HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Init: INITIATIVE
AC X (AC DETAILS) touch X; flat-footed X
Base Attack/Grapple +X/+X
Attack Standard attack +X melee/ranged (damage die+ additional damage, critical range/critical multiplier)
Full-Attack Full attack +X/+X/+X melee/ranged (damage die+ additional damage, critical range/critical multiplier,)
Space/Reach X ft/X ft
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X

physical description

descriptive text

Combat

Combat style

special ability name description of special ability

Gorbash Kazdar
2006-11-02, 07:20 PM
Have updated the first post to reflect new forum codes and standards.


now does something different - I haven't yet determined everything it does. The new vB code for what you want is [noparse]. The end tag follows the same standard as other vB tag, and can't be shown for obvious reasons.

Not exactly sure why this thread is causing horizontal scroll.

Fax Celestis
2006-11-02, 07:46 PM
Thank you for the sticky and the reformat, Gorby!

Fax Celestis
2006-11-02, 07:48 PM
Horizontal Scroll may be caused by Lord of Narf's post above.

LordOfNarf
2006-11-02, 07:52 PM
I belive it's horizontal scrolling due to the fact that the spoiler dosen't collapse the width, just the length. Those tables are pretty wide

Fax Celestis
2006-11-02, 08:19 PM
That's probably it.

Jarl
2006-11-02, 11:14 PM
I noticed there's no "standard" or whatever for the basic write-up for classes, or whater. Like there is with creatures.
I use, for prestige classes,

Name of Prestige Class
How many levels in the prestige class
-An image depicting some archetype of the class-

An artsy-fartsy description of an encounter with a person who has the prestige class, or similar.

A short description of how the class works, what it's like, that sort of thing, with an ellipses leading into...

Requirements
Alignment- What alignment the character must be
Type- What type (and/or subtype)
Race- What race
Age- How old
Ability Modifiers- Str Mod of +3, that sorta thing
Skills- What skills, how many ranks
Class Features- Such as "Bardic Music- Must be able to Inspire Competence" or "Smite Evil- Must be able to Smite Evil as a level 20 Paladin", that sort of thing
Base Attack Bonus- What BAB is required
Saves- What kind of saves
Feats- What feats
Spells- What spells
Psionics- What powers
Special- "Must wear plaid pants", that sort of thing

Features
Hit Die- What kind of hit die to use
BAB and Saves- short version of later table, "Good", "As Monk", etc.
Skills-The Class skills of the Prestige Class (and the relevant ability scores) are (whatever). The Prestige Class gains (something) skill points per level.
Proficiencies- What proficiencies are gained, also remark on how armor or weapons affect class abilities and features
Spells- Short version of later table, "As Wizard", "Two Spells Per Day Per Level", etc
Psionics- Short version of later table, "9 power points per level", "As Wilder", etc.

(tables putting all that stuff the long way)

Special Class Ability (Ex/Su/Sp)- Description
***
Feel free to delete any sections which don't apply. Most prestige classes don't require certain ages or types, for example.

Name
Levels
-Image-

Description (narrative)

Description

Requirements
Alignment-
Type-
Race-
Age-
Ability Modifiers-
Skills-
Class Features-
Base Attack Bonus-
Saves-
Feats-
Spells-
Psionics-
Special-

Features
Hit Die-
BAB and Saves-
Skills-
Proficiencies-
Spells-
Psionics-

Tables

Special Class Ability (Ex/Su/Sp)-

-I hope that helps. I've started reformatting my old threads to add in tables and such (previously it was "BAB and Saves- As Monk" and so on).

Helgraf
2006-11-02, 11:30 PM
So, erm, how would you calculate the value of "Construct Traits" using the slightly fancier method of Vorpal Tribble?

Using the Immunites = +2 thing, the standard construct traits package adds a huge bundle to any creature, to wit:

No Constitution score +1
Low Light Vision & Darkvision +1
Immune : Mind affecting: +2
Immune : Poison: +2
Immune : Sleep: +2
Immune : Paralysis: +2
Immune : Stunning: +2
Immune : Disease: +2
Immune : Death Effects/Drain: +2
Immune : Fatigue/Exhaustion: +2
Immune : Energy Drain: +2
Immune : Massive Damage Saves: +2
Immune : FOrt Save effects unless vs objects. +2

24 points - which is a CR increase of +8 after dividing by 3....
So a three HD construct with no other features would end up being a CR 9 critter?
Or am I misunderstanding immunities - does that only apply to energy immunities or immunities to actual hp damage effects?

Fax Celestis
2006-11-03, 05:05 PM
One usually balances racial immunities/resistances with racial weaknesses. Furthermore, have you seen a golem of less than CR 7?

Helgraf
2006-11-04, 02:09 AM
One usually balances racial immunities/resistances with racial weaknesses. Furthermore, have you seen a golem of less than CR 7?

No, but almost every animated object except the Colossal sized ones have CRs of 7 or less.

Golems get CT + virtual magic immunity (against all but a few specific spells with nonstandard results and those spells that don't allow SR); and yes with that little doodad addon, I wouldn't expect to find one with a CR less than 7, but the field of Constructs is a bit wider than golems.

In case I wasn't clear I was not asking to be snarky or stump anyone - I'm genuinely interested in figuring out the 'value worth' of the Construct Traits package; especially as one of my creatures that I'm submitting to MitP is a Construct whose CR I'm trying to figure out.

That said, here's the list of Constructs with Construct Traits from 3.5MM, Fiend Folio, MM2 (note this was PDF errated to 3.5), and MM3. I'm beginning to seriously think that the CR adjustment for Construct traits is essentially +1, or maybe scalable as high as +2 depending on the base HD of the creature, ((which would equate to somewhere between +2 and +7 in the pre-division by 3 method of VTs, for tracking.))

I base this mostly on an eyeball of the many creatures on this list in basic, and in particular by looking at the templates that give the base creature the construct type (captured one and half-golem), but I'd like to know other people's thoughts on the matter. For the core Monster Manual critters, I've included the creature's HD for comparison.

Monster Manual I
Animated Objects: Tiny CR 1/2 HD 1/2d10, Small CR 1 HD 1d10+10, Medium CR 2 HD 2d10+20, Large CR 3 HD 4d10+30, Huge CR 5 HD 8d10+40, Gargantuan CR 7 HD 16d10+60, Colossal CR 10 HD 32d10+80
Golems: Clay CR 10 HD 11d10+30; Flesh CR 7 HD 9d10+30; Iron CR 13 HD 18d10+30, Stone CR 11 HD 14d10+30, Greater Stone CR 16 HD 42d10+40
Homunculus - CR:1 HD 2d10
Inevitables - Kolyarut CR 12 HD 13d10+20, Marut CR 15 HD 15d10+30, Zelekhut CR 9 HD 8d10+30
Retriever CR: 11 HD 10d10+80
Shield Guardian CR: 8 HD 15d10+30

Monster Manual II
Automatons: Pulverizer CR 3; Hammerer CR 3
Bogun: CR 1
Bronze Serpent: CR 10
Captured One (Template): Gives construct traits and shared damage ability to its victim, and modifies the CR by +2
Chain Golem: CR 5 - and they also get magic immunity
Clockwork Horrors: Electrum CR 4, Gold CR 5, Platinum CR 7, Adamantine CR 9
Dread Guard: CR 2
Golems: Stained Glass CR 5; Brass CR 10; Dragonflesh CR 13
Half-Golem (Template): Construct Traits, DR, many other benefits - AND magic immunity. CR +3
Juggernaut: CR 11
Nimblewright: CR 7
Raggamoffyn: Tatterdemanimal CR 1, Common Raggamoffyn CR 3, Guttersnipe CR 5, Shrapnyl CR 7
Rogue Eidolon: CR 9
Runic Guardian: CR 10

Fiend Folio
Blackstone Gigant: CR 18
Carytid Column: CR 6
Golems: Blood Golem CR 8; Brain Golem CR 10; Demonflesh Golem CR 18, Hellfire Golem CR 17
Inevitables: Quarut CR 17, Varakhut CR 19
Iron Cobra: CR 2
Maug: CR 3
Necrophidius: CR 2
Wicker Man: CR 11
Zodar: CR 16

Monster Manual III
Cadaver Collector: CR 12; Greater Cadaver Collector CR 17
Golems: Alchemical CR 11; Gloom CR 7; Hangman CR 13; Mud CR 11; Prismatic CR 18; Shadesteel CR 11; Greater Shadesteel CR 14; Web CR 7
Grisgol: CR 15
Shredstorm: CR 8
Slaughterstone Behemoth: CR 15
Slaughterstone Eviscerator: CR 12

Fax Celestis
2006-11-04, 02:19 PM
Point taken. Ask VT. I think he usually doesn't calculate racial penalties and bonuses into CR. I know I don't.

Flabbicus
2006-11-04, 03:19 PM
Are you going to add an example/format for creating Deities?

Fax Celestis
2006-11-04, 11:37 PM
I hadn't thought of that, but I will. Good call.

Flabbicus
2006-11-04, 11:42 PM
I'm a helper!

This thread and others are really helping me make my prestige class. Although there will still be a ton of errors after I'm done with it. :sigh:

Khantalas
2006-11-14, 02:10 PM
Query: What if I want to create a psionic class? Or an initiator class? Or both at the same time? Any options for that?

Fax Celestis
2006-11-14, 09:25 PM
For psionic classes, replace "spellcasting" with "manifesting", and you're good. Initiator classes simply require a class ability that states "This class is an initiating class and adds its full level to initiator level when determining maneuvers."

Khantalas
2006-11-15, 09:35 AM
But those can work for only PrC's, and still a initiator PrC has its own progression of gaining manuevers and stances.

And is there a format for races?

Fax Celestis
2006-11-15, 12:55 PM
Ah, I see what you're saying. Let me see what I can come up with.

LordOfNarf
2006-11-15, 07:36 PM
And is there a format for races?

The format for races is the same as the format for monsters, make a 1st level warrior version of it.

Fax Celestis
2006-11-15, 08:55 PM
Well, there is more information to be provided with a race than a monster.

Ing
2006-11-16, 10:28 PM
hey the code you provided for tables dosn't work well at all what gives?

Fax Celestis
2006-11-16, 10:37 PM
Uh, yes it does. You're probably doing something like leaving off the [/table] tag at the end.

Squatting_Monk
2006-11-17, 02:59 PM
hey the code you provided for tables dosn't work well at all what gives?
Tables have some strange quirks for some reason. If you're trying to apply a font, color, or similar effect to the table, place one tag around the whole thing instead of letting the WYSIWIG do it for you. Also, if you need to edit the post at a later date, make sure to do it in the simple editor (the one that shows the code tags) and restore it. The software tries to automatically correct table code, and it does a sucky job.


And is there a format for races?
I used this format:

RaceName
Size Type (Subtype)
*+X Ability, -Y Ability: Description of ability differences from average human.
Speed: X ft., Swim X ft., Climb X ft. (list only applicable speeds).
Size: Size-based modifiers to abilities (leave this line out if creature is Medium).
*Naturally Psionic: a raceName gains X bonus power points at Y level.
*AbilityName (Ex):Description of extraordinary ability (one line for each ability).
*AbilityName (Su): Description of supernatural ability (one line for each ability).
*AbilityName (Sp): Description of spell-like ability (all abilities in one line; if many spell-like abilities, title line Spell-Like Abilities (Sp):).
*AbilityName (Psi): Description of Psi-like ability (all abilities in one line; if many psi-like abilities, title line Psi-Like Abilities (Psi):).
*BonusFeat: A raceName gains X as a bonus feat.
*BonusSkills: A raceName gains X extra skill points at first level and Y skill points at each subsequent level.
*RacialSkill/SaveBonus: +X bonus to Y rolls.
*Weapon Familiarity: Weapon name.
*Weapon Proficiency: X (Simple, Martial, or Exotic) proficiency in Y weapon.
Automatic Languages: X, Y, Z. Bonus Languages: A, B, C.
Favored Class: X. A multiclass raceName's X class does not count when determining whether he/she takes an experience point penalty for multiclassing.
Level Adjustment: +X

* Leave this line out if not applicable.

Hope I didn't miss anything or make it too complicated. Enjoy.

PolkaBear
2006-11-21, 05:48 PM
Templates are another entry-type that could use standardization. They have a lot in common with an entry for a race; but there are some significant differences in the way they have them written in the books. This is the format (http://www.giantitp.com/forums/showthread.php?t=28048) I used for the homebrew template I created. If I had more confidence that it was correct, I'd detail it here.

Gorbash Kazdar
2006-11-29, 02:22 PM
I have modified the first page of this thread to eliminate the horizontal scroll. Bask in my brilliance! Or not. Whatever is cool.

Anyways, if you wish to include code for copy/pasting formats, enter it as follows:

{spoiler}{noparse}Formatting code.{/noparse}{/spoiler}

Replacing { with [ and } with ], of course. Noparse means it won't read any of the code between the two tags, and the spoiler is to keep it nicely seperated for viewing & copy/pasting.

The HTML tag is similar to Noparse, but it makes a box of a set size that causes horizontal scroll. Code does this as well, but doesn't include the Noparse part. That was the problem on the first page.

InaVegt
2006-12-24, 08:18 AM
D20 modern creature tables

Name of creature
Description of creature
Species traits
Name of trait 1
Description of trait 1
Name of trait 2
Description of trait 2

Name of creature CR: ?; size type (subtypes); HD: ?d?+?; hp: ?; mas: -; Init: ?; Spd: ? ft., alternate movement methods with their speeds; Defense: ?, touch: ?, flat footed: ?; Atk: +? melee/ranged (damage, range and weapon); Full atk: same as Atk, only with all attacks; FS: ? by ? ft.; reach ? ft.; SQ list; AL: ?; SV: Fort: +?, Ref: +?, Will: +?; AP: ?; Rep: ?; Str ?, Dex ?, Con ?, Int: ?, Wis: ?, Cha: ?
Skills: list
Feats: list
Advancement: advancement lay out

Code:
Name of creature
Description of creature
Species traits
Name of trait 1
Description of trait 1
Name of trait 2
Description of trait 2

Name of creature CR: ?; size type (subtypes); HD: ?d?+?; hp: ?; mas: -; Init: ?; Spd: ? ft., alternate movement methods with their speeds; Defense: ?, touch: ?, flat footed: ?; Atk: +? melee/ranged (damage, range and weapon); Full atk: same as Atk, only with all attacks; FS: ? by ? ft.; reach ? ft.; SQ list; AL: ?; SV: Fort: +?, Ref: +?, Will: +?; AP: ?; Rep: ?; Str ?, Dex ?, Con ?, Int: ?, Wis: ?, Cha: ?
Skills: list
Feats: list
Advancement: advancement lay out

Jarl
2006-12-25, 11:38 AM
Gezina, you have no idea how valuable that is. Thankyouthankyouthankyou.

-thankyouthankyouthankyou. Also, thx.

Roderick_BR
2006-12-27, 05:55 PM
Is there a glossary about the terms used in the forum? I guessed that PrC is prestige class and Feat means feat. But what PEACH means? And what are others expressions usualy used?

Gorbash Kazdar
2006-12-27, 09:40 PM
Is there a glossary about the terms used in the forum? I guessed that PrC is prestige class and Feat means feat. But what PEACH means? And what are others expressions usualy used?
Glossary of Terms (http://tinyurl.com/ybae66)

Tis linked in my sig as well.

Roderick_BR
2006-12-28, 04:55 AM
Thank you. I swear I looked everywhere for that.
I guess I failed my spot check.... </lame pun>

SpartacusThe2nd
2006-12-31, 01:58 PM
wow this is really nice.
you made all this stuff ..it's great.

good idea and good job

The Vorpal Tribble
2007-01-02, 03:52 PM
Heres something that might help for those of you making epic creatures. Though it is shown how to calculate the BAB of creatures, 3/4th HD, 1/2 HD, etc, there is nothing, to my knowledge, to determine the saves.

If someone has a better method let me know, but in the meantime here are epic saves up to 100 HD.


Good Saves

21 - 12
22 - 13
23 - 13
24 - 14
25 - 14
26 - 15
27 - 15
28 - 16
29 - 16
30 - 17
31 - 17
32 - 18
33 - 18
34 - 19
35 - 19
36 - 20
37 - 20
38 - 21
39 - 21
40 - 22
41 - 22
42 - 23
43 - 23
44 - 24
45 - 24
46 - 25
47 - 25
48 - 26
49 - 26
50 - 27
51 - 27
52 - 28
53 - 28
54 - 29
55 - 29
56 - 30
57 - 30
58 - 31
59 - 31
60 - 32
61 - 32
62 - 33
63 - 33
64 - 34
65 - 34
66 - 35
67 - 35
68 - 36
69 - 36
70 - 37
71 - 37
72 - 38
73 - 38
74 - 39
75 - 39
76 - 40
77 - 40
78 - 41
79 - 41
80 - 42
81 - 42
82 - 43
83 - 43
84 - 44
85 - 44
86 - 45
87 - 45
88 - 46
89 - 46
90 - 47
91 - 47
92 - 48
93 - 48
94 - 49
95 - 49
96 - 50
97 - 50
98 - 51
99 - 51
100 - 52

-=-=-=-=-=-=-=-

Poor Saves

21 - 7
22 - 7
23 - 7
24 - 8
25 - 8
26 - 8
27 - 9
28 - 9
29 - 9
30 - 10
31 - 10
32 - 10
33 - 11
34 - 11
35 - 11
36 - 12
37 - 12
38 - 12
39 - 13
40 - 13
41 - 13
42 - 14
43 - 14
44 - 14
45 - 15
46 - 15
47 - 15
48 - 16
49 - 16
50 - 16
51 - 17
52 - 17
53 - 17
54 - 18
55 - 18
56 - 18
57 - 19
58 - 19
59 - 19
60 - 20
61 - 20
62 - 20
63 - 21
64 - 21
65 - 21
66 - 22
67 - 22
68 - 22
69 - 23
70 - 23
71 - 23
72 - 24
73 - 24
74 - 24
75 - 25
76 - 25
77 - 25
78 - 26
79 - 26
80 - 26
81 - 27
82 - 27
83 - 27
84 - 28
85 - 28
86 - 28
87 - 29
88 - 29
89 - 29
90 - 30
91 - 30
92 - 30
93 - 31
94 - 31
95 - 31
96 - 32
97 - 32
98 - 32
99 - 33
100 - 33

Calver
2007-01-03, 07:18 PM
Thanks for the suggestions for setting the CR for creatures! :smallbiggrin: It helped me realize that the creature I was designing was weaker than I thought it was without actually doing any playtesting :smallwink:

Do you have any suggestions for figuring out what the level adjustment for creatures should be? I couldn't find anything in the MM under the "Making Monsters" section :smallfrown:.

Fax Celestis
2007-01-04, 12:30 PM
LA, as per precedent set down in Savage Species, is generally "I think it's worth this many levels". Very ambiguous, and very transmutable.

knightsaline
2007-01-17, 05:47 PM
Any chance of a formula for determining the cost of magic items? specifically wonderous items?

Fax Celestis
2007-01-17, 08:41 PM
There's actually a calculator for that somewhere, based off of the spells and feats used to create the item.

InaVegt
2007-01-20, 07:59 AM
Any chance of a formula for determining the cost of magic items? specifically wonderous items?

How about this (http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#tableEstimatingMagicItemGol dPieceValues)?

Ralasha
2007-01-23, 07:27 AM
That is Excellent!

Counterpower
2007-02-04, 10:21 AM
For psionic classes, replace "spellcasting" with "manifesting", and you're good.

I thought that psionic classes had powers known, maximum power level known, and power points; not powers per day like many spellcasting classes do. Although there's nothing wrong with creating a "powers per day" style psionic class, are there any guidelines for assigning the statistics for psionic classes that use power points and powers known?

Ralasha
2007-02-07, 02:34 PM
If they concentrate on powers affecting themselves it is usualy Con.
If it affects things around them it would be intelligence.
If it affects reality, it would be wisdom.
If it affects minds Charisma.
Thats how i do it, but there will be people that disagree.

Fako
2007-02-09, 09:25 AM
I thought that psionic classes had powers known, maximum power level known, and power points; not powers per day like many spellcasting classes do. Although there's nothing wrong with creating a "powers per day" style psionic class, are there any guidelines for assigning the statistics for psionic classes that use power points and powers known?

From what I've seen, a psion normally gets (at most) one power per level. I don't have the book on me, or I could try to make a formula for you...however, I think I can supply the table code for it.

I'm not that big into psionics, so I probably have the titles at the top of the colums wrong...but the rest of it works!

20 LEVEL PSIONIC BASE CLASS
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Power[br]Points|Powers[br]Known|Highest Power[br]Known
1st|
+x|
+x|
+x|
+x|Class Ability|-|-|-

2nd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

3rd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

4th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

5th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

6th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

7th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

8th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

9th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

10th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

11th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

12th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

13th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

14th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

15th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

16th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

17th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

18th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

19th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

20th|
+x|
+x|
+x|
+x|Class Ability|-|-|-[/table]

20 LEVEL PSIONIC BASE CLASS
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Power[br]Points|Powers[br]Known|Highest Power[br]Known
1st|
+x|
+x|
+x|
+x|Class Ability|-|-|-

2nd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

3rd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

4th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

5th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

6th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

7th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

8th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

9th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

10th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

11th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

12th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

13th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

14th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

15th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

16th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

17th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

18th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

19th|
+x|
+x|
+x|
+x|Class Ability|-|-|-

20th|
+x|
+x|
+x|
+x|Class Ability|-|-|-[/table]

On an unrelated note, how come when I type [br] and hit preview, it replaces it with <br>...is it trying to make it HTML?

Fax Celestis
2007-02-09, 11:05 AM
Yeah, the conversion there isn't very intelligent. It converts it to html, but then doesn't convert the text back.

The Orange Zergling
2007-02-09, 07:34 PM
I know I could look it up in the SRD, but for sake of ease, could you please add in the BAB Progressions?

Daracaex
2007-02-11, 04:05 PM
Thay're not hard to remember. Low is 1/2 point of BAB per level, mid is 3/4, and high is 1.

Ralasha
2007-02-11, 05:36 PM
0
1
1
2
2
3
3
(low)
0
1
2
3
3
4
5
6/1
6/1
7/2
8/3
(mid)
1
2
3
4
5
6/1
7/2
(high)

The Orange Zergling
2007-02-11, 07:16 PM
0
1
1
2
2
3
3
(low)
0
1
2
3
3
4
5
6/1
6/1
7/2
8/3
(mid)
1
2
3
4
5
6/1
7/2
(high)

Thank you.

MeklorIlavator
2007-02-16, 02:15 AM
Here are some equations(it helps me remember them, I was bored, and I was hombrewing)
non-epic save
Good save=2+1/2*HD
Poor=1/3*HD
round down all fractions or decimals

Epic are as follows:
Good=12+1/2*(HD-21)
Poor=6+1/2*(HD-21)

Bab(non epic)
Poor=1/2*HD
Average=3/4*HD
Good=HD
round down all fractions or decimals

Bab(epic)
Poor=10+1/2*(HD-20)
Average=15+1/2*(HD-20)
Good=20+1/2*(HD-20)
round up all fractions or decimals

Ability Modifiers
(Ability score-10)/2{rounding down}


I don't believe that this has been mentioned before, and the charts can be used, but I find that the equations are easier to remember and to keep track of. Plus, now I don't need books to create non- spell casters from the PHB, and I only need to use the PHB for spell references(sometimes).


Is that bad?:smalleek:

Harkone
2007-02-18, 02:38 AM
Stick-tastic:belkar:

Counterpower
2007-02-27, 06:07 PM
In the first post, there was a guide to setting a monster's CR with its statistics. Is there a rule of thumb for going the other way, that is, determining what kind of BAB, saves, etc. a monster with a given CR should have?

Obviously, there is no one BAB that a monster with CR 17, say, should have. But are there any general guidelines?

Fax Celestis
2007-02-27, 06:12 PM
Are you going to add an example/format for creating Deities?

I was going to do that, wasn't I...

I'll see if I can do it tonight.

Fax Celestis
2007-02-27, 06:13 PM
In the first post, there was a guide to setting a monster's CR with its statistics. Is there a rule of thumb for going the other way, that is, determining what kind of BAB, saves, etc. a monster with a given CR should have?

Obviously, there is no one BAB that a monster with CR 17, say, should have. But are there any general guidelines?

Not that I can think of off the top of my head, but a general rule is this: Anything the monster does should have a 50%-75% chance of success against an average opponent, whether it be an attack, a spell, or the like. Set BAB, DCs, &c. accordingly.

InaVegt
2007-02-27, 06:35 PM
And those are based of hit dice. I myself prefer CR*2-2 HD for creatures which use lots of save dependant abilities, giving them save DCs of CR-1+ability mod (More powerful than spellcasters of that level, I advise fairly low related ability scores, or abilities which aren't too powerful, or less HD if you want neither of those). For creatures generally using their natural weapons, and other abilities secondary, I usually use enough HD to give my creatures a BAB of CR+mod (+1 for poor BAB, +2 for standard BAB, +3 for good BAB). After using this general outline I tailor the abilities of my monster to fit the intended CR.

levi
2007-03-05, 05:31 PM
There are basically four levels of detail you can give a deity:

The first, often used for monster deities, simply lists their name and domains. This format is pretty limited, but dosn't take up much space (two sentences). It's usually only used for monster deities or other deities that basically only exist to grant spells to clerics of an unimportant race. (If the War domain is given, the deity's favored weapon is given in parenthesis following War in the domain list.)

Race clerics worship Deity. A race cleric has access to two of the following domains: Domain, Domain, or Domain.

The second, used for tables that detail large numbers of deities without goining into full details, lists thier name, power level, alignment, domains, favored weapon, symbol, and portfolio. If a deity accepts worshipers from outside the usual one step range, the second aligment you can be within one step of is listed in parenthesis after the deity's actual alignment.

{table=head]Name (Power)|Align.|Domains|Favored Weapon
Name (P)|AL|Domain, Domain, Domain|"Name" (type)
Name (P)|AL (AL)|Domain, Domain, Domain, Domain, Domain|Unusual weapon (type)[/table]

{table=head]Name|Symbol|Portfolio
Name|Description of their symbol|Portfolio, portfolio, portfolio, portfolio
Name|Description of their symbol|Portfolio, portfolio, portfolio, portfolio[/table]


The third format, which gives full details, is used when fully describing a pantheon or to give information on the main deities of a setting. It gives all the information of the second format, plus their titles, a long description of them, their history and relationships with other deities, and their dogma. Also included is a picture of the deity's symbol. This is the format I recommend.

Name(Level God/dess)
Symbol: ...
Alignment: ...
or
Alignment: ... (you can use either AL or AL when picking Name as a patron)
Portfolio: ...
Domains: ...
Favored Weapon: "Name" (type)
or
Favored Weapon: Unusual weapon (type it does damage as)

The description is usally listed as three paragraphs. The first lists the deity's personality and what sort of activities it persuses. It may also include the special magical abilities of their favored weapon. It always begins with the deity's name, followed by it's pronouciation in parenthesis.

The second paragraph describes the deity's temples, the structure of it's church, and the church's actions or goals.

The third paragraph describes the deity's clergy. It starts by listing when their clerics (plus driuds, rangers, and/or paladins if applicable) pray for their spells. It then lists holy days and other ritual observances. It finishes by listing what class or classes thier clerics tend to multiclass as.

History/Relationships: This section lists the deity's enemies and allies and may include information on how they became a diety. If they exist within a chain of command, it will also list their superior and inferiors.

Dogma: This section lists the deity's dogma as statements of fact and commandments to observe.


The final format is used for fully statted out deites. It lists all of the stuff the third format has and also includes a stat block that lists all the usual stuff appearing in stat blocks plus deity specific stuff.

(I'm not including a fully detailed format for them at this time as it's just a full diety description, plus a normal (long style) stat block. The stat block has two additional sections entitled Other Divine Powers and Avatars. The first lists thier dice powers, divine senses, portfolio sense, automatic actions, and what magic items they can create. The second, if they have avatars, provides a brief description of thier appearance and then lists the changes to the main diety stats for thier avatars.)

(In fact, the format used in Deities and Demigods differs somewhat from the third format I detail above. The descriptions are shorter and they lack the History/Relationships section. They also include a section called Clergy and Temples that breaks out the information appearing in the last few paragraphs of the description in the third format to it's own section. The header section also includes information on thier home plane, worshipers, and cleric alignments.)

(If there's enough demand, I'll write out a whole format for fully stated deities. I may also do a combined format that combines the best features of the Forgotten Realms and Dieties and Demigods formats into one comprehensive format.)

For an example of the first format, see a monster race entry in the Monster Manual. For examples of the second an third formats, see the Deities chapter of Forgotten Realms. (Other campain settings may have similar information.) The deity description in the Player's Handbook is similar to the third format, but includes less information. For the fourth format, see Deities and Demigods. (Faiths and Pantheons may also have fully statted deities, but I'm not sure.)

Also included with most pantheons are tables that list deities by who worships them. There are usually three tables that list common deities by alignment, class, and race.

ShneekeyTheLost
2007-03-14, 08:10 PM
An improved version of the Monster Entry using Tables to clean things up a bit:


Name
{table] Size/Type: | Size Type (Subtype)
Hit Dice | HD (Average HP)
Speed | X ft. (X squares); ALT SPEEDS
Initiative: | +x
Armor Class | X (AC DETAILS) touch X; flat-footed X
Base Attack/Grapple | +X/+X
Attack | Standard attack +X melee/ranged (damage die+ additional damage, critical range/critical multiplier)
Full-Attack | Full attack +X/+X/+X melee/ranged (damage die+ additional damage, critical range/critical multiplier,)
Space/Reach | X ft/X ft
Special Attacks | Special Attack 1
Special Qualities | Special Quality 1
Saves | Fort +X Ref +X Will +X
Abilities | Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills | Bla(stat) +x, Bla2(stat) +x,...
Feats | Feat 1, Feat 2, Feat 3
Environment | Where is it found
Organization | Name (Number appearing)
Challenge Rating | X
Treasure | X gold; X gems; X art; X magical items
Alignment |
Advancement | by TYPE
Level Adjustment | +X or - if not suitable for PC's[/table]

physical description

descriptive text

Combat

Combat style

special ability name description of special ability

And the code for it:

Name
{table] Size/Type: | Size Type (Subtype)
Hit Dice | HD (Average HP)
Speed | X ft. (X squares); ALT SPEEDS
Initiative: | +x
Armor Class | X (AC DETAILS) touch X; flat-footed X
Base Attack/Grapple | +X/+X
Attack | Standard attack +X melee/ranged (damage die+ additional damage, critical range/critical multiplier)
Full-Attack | Full attack +X/+X/+X melee/ranged (damage die+ additional damage, critical range/critical multiplier,)
Space/Reach | X ft/X ft
Special Attacks | Special Attack 1
Special Qualities | Special Quality 1
Saves | Fort +X Ref +X Will +X
Abilities | Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills | Bla(stat) +x, Bla2(stat) +x,...
Feats | Feat 1, Feat 2, Feat 3
Environment | Where is it found
Organization | Name (Number appearing)
Challenge Rating | X
Treasure | X gold; X gems; X art; X magical items
Alignment |
Advancement | by TYPE
Level Adjustment | +X or - if not suitable for PC's[/table]

physical description

descriptive text

Combat

Combat style

special ability name description of special ability

Fax Celestis
2007-03-14, 08:59 PM
That's pretty nice. I've got to update the top listing one of these days...

Reinboom
2007-03-29, 06:52 AM
I hate typing in this information into each little table cell spot.
So, I was took the dynamic class table generator I was working on and made it to spit out this forum's VB code in addition to the html code it spits out.
http://www.pifro.com/dnd/

Click a class, then click "See Class in GITP Formatting"

I'm building a quick way to build custom classes and using equations to handle as much as I can, including spell progression tables (currently trying to figure out equations that handle ranger's/paladin's progressions).

This should allow people to get the basic class information in VB formating as I add them. Not all the base classes are in -yet-

Edit

Actually, I'll make it even more convenient :smallbiggrin:
Quick edit makes class "custom" come up as a blank table, ready for quick editting.

http://pifro.com/dnd/index.php

Will give you entrance, then click Custom, from there click the "See Custom in GITP Formatting"

You can edit the statistics using URL variables. For example, if you follow the custom link then click the GITP option, your address bar should have:
http://pifro.com/dnd/index.php?Class=custom&Site=GITP&Saves=BBBB&Type=None&Start=1&Alpha=0&Omega=0&Min=1&Max=5&Lvl=20
in it.
The:

Saves=BBBB&Type=None&Start=1&Alpha=0&Omega=0&Min=1&Max=5&Lvl=20

is the important part, each portion (separated by an ampersand) is a variable passed to my script.
What each does..

Saves:
This is actually both Base Attack Bonus and Saves. It's in 4 letters.
The first letter is BAB. There's 3 options. Either G, for Good BAB (fighter), A, for average BAB (druid), or B for Bad BAB (wizard).
Then next three are saves, in the order: Fort, Ref, Will.
They are either G (good) or B (bad). This defaults to all bad (BBBB).

Type:
This is the type of spell table equation used. I'm still working on the equations - more will be added as time goes by. Current supported equation groups:
Wizard (default)
Cleric/Druid
Sorcerer
Assassin
Ranger/Paladin
The Type can also have other options which produces the lovely "Spell per Day" and "+1 Level to Existing Class" setup.
Change Type to:
Add: for "+1 Level to Existing Class"
Arcane: for "+1 Level to Existing Arcane Spellcasting Class"
Divine: for "+1 Level to Existing Divine Spellcasting Class"

Start:
This is by what level you start gaining your spells. This justs 'moves' the table down. Defaults to 1.

Alpha:
Lowest castable spell. Defaults to 0.

Omega:
Highest castable spell. Defaults to 0.
This (and Alpha), are the actual options that define whether or not the spell table appears at all or not. If Omega is 0 or Alpha is greater than Omega, then no spell table shows. Otherwise, it will, even despite other options (None in Type will act like "Wizard")

Min:
The minimum number of spells cast. This defaults to 1.

Max:
The max spells cast per level. This defaults to 5.
Clerics/Druids provide an exception to this, if you have Cleric or Druid as the Type, then your level 0 spell list max will be 1 greater than this max.

Lvl:
How far the class is calculated out to. Default is 20.


An example URL, to produce a blank "Sorcerer" table.
http://pifro.com/dnd/index.php?Class=custom&Saves=BBBG&Type=Sorcerer&Start=1&Alpha=0&Omega=9&Min=3&Max=6

You may leave out fields freely, for example, to just get a fighter:
http://pifro.com/dnd/index.php?Class=custom&Saves=GGBB

I will eventually add forms for this... eventually...
Also, I apologize if I break this script temporarily from time to time. I like to experiment and add/modify my programs/scripts constantly, I always keep backups so brokenness will only be temporary if it happens at all.

Fax Celestis
2007-03-29, 10:09 AM
That's damn sweet. I may have to try that out one of these days. Do you think you could add a wiki parser output to it too?

Reinboom
2007-03-29, 11:00 AM
I wrote the code to be very malleable - though I'm unfamiliar with wiki formatting.
Give me a quick run down and sure.

Oh, forgot to mention fields can be left out freely* added.

Fax Celestis
2007-03-29, 11:13 AM
A 20-level class looks like this (http://corporation.walagata.com/fax/wiki/index.php?title=Template:Class&action=edit).

Reinboom
2007-03-29, 12:10 PM
Ok, Added-
Just click the WIKI option now to get the WIKI form

Reinboom
2007-04-03, 01:18 PM
Ok, now everything is controlled by drop down menus, with alot of updates for my class generator.
I will continually add more stuff to it:

http://www.pifro.com/dnd/

The formatting at the top controls custom classes as well.

Is there any specific formatting options that anybody wishes to see?

Neko
2007-04-04, 10:18 AM
I'm not sure if someone has asked this or if another thread explains how to do it... but I'm tryin to understand how to make these shortcuts and such that you explain in the thread. I'm not sure how to do them and would like to seeing how it makes reading a class stat set alot easier to do.

ShneekeyTheLost
2007-04-04, 12:01 PM
Ok, now everything is controlled by drop down menus, with alot of updates for my class generator.
I will continually add more stuff to it:

http://www.pifro.com/dnd/

The formatting at the top controls custom classes as well.

Is there any specific formatting options that anybody wishes to see?

Nice, just one issue:

When I was calculating based on the Barbarian, I found that it claimed to have a d4 hit die... might want to look into that...

Fax Celestis
2007-04-04, 12:24 PM
I'm not sure if someone has asked this or if another thread explains how to do it... but I'm tryin to understand how to make these shortcuts and such that you explain in the thread. I'm not sure how to do them and would like to seeing how it makes reading a class stat set alot easier to do.

The code you see in the spoilers should be copy-pasted to a new thread, and the pertinent information placed within it.

Neko
2007-04-04, 12:26 PM
well actually what I ment more was how was it you got it to do the table that looks like the ones from D&D? I wasn't sure how to make one of those so that I could put that up with the class I'm working on

Fax Celestis
2007-04-04, 12:37 PM
well actually what I ment more was how was it you got it to do the table that looks like the ones from D&D? I wasn't sure how to make one of those so that I could put that up with the class I'm working on

The code for the tables in the first post of this thread should suffice for that.

Neko
2007-04-04, 12:44 PM
The code for the tables in the first post of this thread should suffice for that.

I'm not quite sure how to get it to work. I mean when I click show it brings up the really cool table but its all blank and I cant figure out how to add the stuff to it. It's probably really simple but for some reason I can't figure it out

Reinboom
2007-04-04, 12:46 PM
Nice, just one issue:

When I was calculating based on the Barbarian, I found that it claimed to have a d4 hit die... might want to look into that...

Hmmn, it's not doing that at this moment, and I haven't edited the Barbarian's class file in quite awhile.
Unless you mean at the bottom using the Calculate Custom Class, then everything defaults 1d4 HD and 2 + int skill points. Since these can be changed rather quickly when you post the class tables, I haven't gotten around to making these customizable. I guess I'll add that later.


- As a side note. For the precalculated classes, all of the skills at the bottom now generate a link to the hypertext d20 SRD for the skill description while viewing in Normal formatting. Also, I put in a page print break after the forms at the top, so if you wish to print out tables, you can do so without having to print the forms at the top.



I'm not quite sure how to get it to work. I mean when I click show it brings up the really cool table but its all blank and I cant figure out how to add the stuff to it. It's probably really simple but for some reason I can't figure it out

Click the spoiler tag to view the vbCode, then copy the code to your post.
Replace the xs with the proper numbers and the Class Ability with what you want. If it's a spellcaster, replace the dashes also with the proper spell list calculation.

Neko
2007-04-04, 12:53 PM
Click the spoiler tag to view the vbCode, then copy the code to your post.
Replace the xs with the proper numbers and the Class Ability with what you want. If it's a spellcaster, replace the dashes also with the proper spell list calculation.

How do I copy the code? Just highlight it all and ctrl+c it? Or am I suppose to be right clickign on it all somewhere?

Reinboom
2007-04-04, 01:13 PM
How do I copy the code? Just highlight it all and ctrl+c it? Or am I suppose to be right clickign on it all somewhere?

highlight it, right click, copy
ctrl+c should also work

Fax Celestis
2007-04-04, 01:15 PM
Hmmn, it's not doing that at this moment, and I haven't edited the Barbarian's class file in quite awhile.
Unless you mean at the bottom using the Calculate Custom Class, then everything defaults 1d4 HD and 2 + int skill points. Since these can be changed rather quickly when you post the class tables, I haven't gotten around to making these customizable. I guess I'll add that later.


- As a side note. For the precalculated classes, all of the skills at the bottom now generate a link to the hypertext d20 SRD for the skill description while viewing in Normal formatting. Also, I put in a page print break after the forms at the top, so if you wish to print out tables, you can do so without having to print the forms at the top.




Click the spoiler tag to view the vbCode, then copy the code to your post.
Replace the xs with the proper numbers and the Class Ability with what you want. If it's a spellcaster, replace the dashes also with the proper spell list calculation.

For being new, you sure do got it down.

Neko
2007-04-04, 01:20 PM
I don't know why but it doesnt seem to be working for me. I open up the spoiler and than highlight it all. Upon copying it and posting it into a window all I have is the text not the rest of it.

Reinboom
2007-04-04, 01:30 PM
The spoiler in that spoiler.
Inside each spoiler tag there is another with the proper vb code. It should look something like:



NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

Neko
2007-04-04, 01:33 PM
*goes and looks and than just hangs head in total and complete shame*
I can't believe I totally missed that part...
*smacks palm to forhead*
anyways thanks for putting up with me totally not noticing it and helping me to find it
*hugs for everyone*

Neko
2007-04-04, 02:26 PM
Now that I got how to do it.. I was able to put my base class I created up.

stolenchariot
2007-04-09, 01:35 PM
Are there any specific templates for new races? I've been working on a spellcasting dwarf subtype.

Fax Celestis
2007-04-09, 01:52 PM
Race Template
Name of Race
Brief description.

Personality:

Physical Description:

Alignment:

Lands:

Religion:

Language:

==Player Characters==

Stat mods
Type
Size
Speed
Racial abilities
Racial abilities
Racial abilities
Automatic languages:
Bonus Languages:
Favored Class:

Neko
2007-04-09, 04:18 PM
Is this where would be best to ask a question related to monster creation or should I make a thread about the monster I'm working on and ask the questions I have there?

Fax Celestis
2007-04-09, 04:23 PM
Try posting here (http://www.giantitp.com/forums/showthread.php?t=39852).

Neko
2007-04-09, 04:27 PM
hey thanks. Thats just what I need

Gwyn chan 'r Gwyll
2007-05-03, 06:09 PM
What would be the template for spells known, like the sorcerer has?

Fax Celestis
2007-05-03, 07:09 PM
{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | x | x | x | x | x | x | x | x | x | x
2 | x | x | x | x | x | x | x | x | x | x
3 | x | x | x | x | x | x | x | x | x | x
4 | x | x | x | x | x | x | x | x | x | x
5 | x | x | x | x | x | x | x | x | x | x
6 | x | x | x | x | x | x | x | x | x | x
7 | x | x | x | x | x | x | x | x | x | x
8 | x | x | x | x | x | x | x | x | x | x
9 | x | x | x | x | x | x | x | x | x | x
10 | x | x | x | x | x | x | x | x | x | x
11 | x | x | x | x | x | x | x | x | x | x
12 | x | x | x | x | x | x | x | x | x | x
13 | x | x | x | x | x | x | x | x | x | x
14 | x | x | x | x | x | x | x | x | x | x
15 | x | x | x | x | x | x | x | x | x | x
16 | x | x | x | x | x | x | x | x | x | x
17 | x | x | x | x | x | x | x | x | x | x
18 | x | x | x | x | x | x | x | x | x | x
19 | x | x | x | x | x | x | x | x | x | x
20 | x | x | x | x | x | x | x | x | x | x
[/table]

{table=head]Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | x | x | x | x | x | x | x | x | x | x
2 | x | x | x | x | x | x | x | x | x | x
3 | x | x | x | x | x | x | x | x | x | x
4 | x | x | x | x | x | x | x | x | x | x
5 | x | x | x | x | x | x | x | x | x | x
6 | x | x | x | x | x | x | x | x | x | x
7 | x | x | x | x | x | x | x | x | x | x
8 | x | x | x | x | x | x | x | x | x | x
9 | x | x | x | x | x | x | x | x | x | x
10 | x | x | x | x | x | x | x | x | x | x
11 | x | x | x | x | x | x | x | x | x | x
12 | x | x | x | x | x | x | x | x | x | x
13 | x | x | x | x | x | x | x | x | x | x
14 | x | x | x | x | x | x | x | x | x | x
15 | x | x | x | x | x | x | x | x | x | x
16 | x | x | x | x | x | x | x | x | x | x
17 | x | x | x | x | x | x | x | x | x | x
18 | x | x | x | x | x | x | x | x | x | x
19 | x | x | x | x | x | x | x | x | x | x
20 | x | x | x | x | x | x | x | x | x | x
[/table]

Gwyn chan 'r Gwyll
2007-05-03, 08:02 PM
Thanks alot for that.

InaVegt
2007-05-05, 09:34 AM
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | x | x | x | x | x | x | x | x | x | x
2 | x | x | x | x | x | x | x | x | x | x
3 | x | x | x | x | x | x | x | x | x | x
4 | x | x | x | x | x | x | x | x | x | x
5 | x | x | x | x | x | x | x | x | x | x
6 | x | x | x | x | x | x | x | x | x | x
7 | x | x | x | x | x | x | x | x | x | x
8 | x | x | x | x | x | x | x | x | x | x
9 | x | x | x | x | x | x | x | x | x | x
10 | x | x | x | x | x | x | x | x | x | x
11 | x | x | x | x | x | x | x | x | x | x
12 | x | x | x | x | x | x | x | x | x | x
13 | x | x | x | x | x | x | x | x | x | x
14 | x | x | x | x | x | x | x | x | x | x
15 | x | x | x | x | x | x | x | x | x | x
16 | x | x | x | x | x | x | x | x | x | x
17 | x | x | x | x | x | x | x | x | x | x
18 | x | x | x | x | x | x | x | x | x | x
19 | x | x | x | x | x | x | x | x | x | x
20 | x | x | x | x | x | x | x | x | x | x [/table]

{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | x | x | x | x | x | x | x | x | x | x
2 | x | x | x | x | x | x | x | x | x | x
3 | x | x | x | x | x | x | x | x | x | x
4 | x | x | x | x | x | x | x | x | x | x
5 | x | x | x | x | x | x | x | x | x | x
6 | x | x | x | x | x | x | x | x | x | x
7 | x | x | x | x | x | x | x | x | x | x
8 | x | x | x | x | x | x | x | x | x | x
9 | x | x | x | x | x | x | x | x | x | x
10 | x | x | x | x | x | x | x | x | x | x
11 | x | x | x | x | x | x | x | x | x | x
12 | x | x | x | x | x | x | x | x | x | x
13 | x | x | x | x | x | x | x | x | x | x
14 | x | x | x | x | x | x | x | x | x | x
15 | x | x | x | x | x | x | x | x | x | x
16 | x | x | x | x | x | x | x | x | x | x
17 | x | x | x | x | x | x | x | x | x | x
18 | x | x | x | x | x | x | x | x | x | x
19 | x | x | x | x | x | x | x | x | x | x
20 | x | x | x | x | x | x | x | x | x | x [/table]

This is how I would do it, looks better on the eyes, wizard's also has those endings for spells known in there.

Lord Iames Osari
2007-05-13, 10:51 PM
Reina: Your program has some errors regarding the Wilder class. The Wilder has a d6 HD, many more class skills than just "Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), and Psicraft (Int)", and it has 4 + Int mod skill points, not 2 + Int mod.

The Grim Author
2007-06-03, 10:36 PM
I've been lurking on this board for a while, and I have to say this is probably the thread I've been considering placing in my bookmarks the most.

However, one thing is missing from the things I wish to know so dearly for homebrew help: How does one determine LA? What's a good guide for determining what the LA of a creature would be?

Fax Celestis
2007-06-03, 11:39 PM
I've been lurking on this board for a while, and I have to say this is probably the thread I've been considering placing in my bookmarks the most.

However, one thing is missing from the things I wish to know so dearly for homebrew help: How does one determine LA? What's a good guide for determining what the LA of a creature would be?

There are no real rules for determining LA; it's a very imprecise science. However, there are a few things that automatically warrant +1 LA. The most common are Large size (or Powerful Build), stat mods of greater than +0, uncommon type (that is, anything but Humanoid or Monstrous Humanoid), SLAs of spells greater than cantrips, and bonus PP more than 1.

The Grim Author
2007-06-04, 02:44 AM
There are no real rules for determining LA; it's a very imprecise science. However, there are a few things that automatically warrant +1 LA. The most common are Large size (or Powerful Build), stat mods of greater than +0, uncommon type (that is, anything but Humanoid or Monstrous Humanoid), SLAs of spells greater than cantrips, and bonus PP more than 1.

Thanks, that helps a lot.

Zherog
2007-06-05, 08:38 AM
stat mods of greater than +0

I'd really need to dig around to find it, but there's at least one WotC race that has net stat mods greater than +0 with an LA of 0.

The problem with LA, of course, is that WotC intentionally made them sucky.


The design guidance that I had was to make ECLs slightly worse than playing a standard race character. Otherwise all the Wizards of the Coast campaign worlds (it's been almost a year and I still want to say "our") become invalid. Look at them. Dragonlance, FR, and even Greyhawk are populated almost entirely by standard race characters. Not just the RPG products, but the books as well. In order to maintain that racial balance, we provided a mechanical reason for standard race characters to be more common.

I've never really found an elegant method for estimating LAs either. I more or less just guess, by trying to compare my race to a standard race with class levels. My view of balance, however, is quite a bit different than the core rules. For example, I personally believe tieflings and aasimars should be +0 LA races.

Gwyn chan 'r Gwyll
2007-06-06, 06:57 PM
What would be the template for templates?

(teehee. Gwyn made a funny)

Zherog
2007-06-11, 08:13 AM
As in, what should a template look like? If so, take a look at any of the myriad templates in the MM or SRD (lich, zombie, half-dragon, fiendish, etc).

brian c
2007-06-25, 07:07 PM
Is there a partiular template that should be used for items?

more specifically, for:

base items (non-magical)
specific magic items
wondrous items
Legacy items (I know there's a template, just wondering if anyone has it typed out, that would be great)

additionally, any other guidelines/ideas for legacy item creation would be appreciated, approximate power levels and such. all I have to look at is the ToB swords, so for anything not a sword I would be completely in the dark

Karma Guard
2007-07-06, 12:40 AM
Is there a standard to the number of PP a psionics class gets?

What about a psionics class that has it as a secondary thing, like the Ranger's or Paladin's magic? How many PP then?

Same thing with the Max known/Highest Level known thingy.

Kyace
2007-07-06, 04:05 AM
Is there a standard to the number of PP a psionics class gets?
I don't know how WotC does it, but a good guideline is to convert the number of spell slots into the number of PP to manifest the same levels of powers. By taking the number of daily spell slots per spell level that a core arcane spellcaster gets and multiplying it by what a power of that level costs and adding that for all spell levels 1 - 9 (or 1 - 6 for Bard), I got 144 PP for bard 20, 324 PP for wizard 20 (and 486 PP for sorcerer 20). The bard is in the same ballpark as the psychic warrior 20's 127 PP (whose Max Power Level Known, the PsyWarr mimics) and the wizard is in the same ball park as the psion's 343. A spell slot to PP convertion is a good test to compare psyonics to spell slot classes, not flawless as psionics can elect to blow all their PP on their highest powers, but gives you a good idea.


What about a psionics class that has it as a secondary thing, like the Ranger's or Paladin's magic? How many PP then?

I don't know if there exist a psionics class made to mimic the ranger or paladin "half caster melee" role, but you could use
(A * 1) + (B * 3) + (C * 5) + (D * 7) + .... = PP/day with replacing A with the number of first level spell slots, B with second level and so on. Using that formula on a paladin (or ranger, they have the same spell slots), I ended up with the following power points per day:

Paladin/Ranger style Psionic

Level PP/day Max Pow Level
1 - -
2 - -
3 - -
4 0 1
5 0 1
6 1 1
7 1 1
8 1 2
9 1 2
10 4 2
11 4 3
12 9 3
13 9 3
14 10 4
15 17 4
16 20 4
17 25 4
18 26 4
19 41 4
20 48 4



With as few PP/day as they get, I personally wouldn't bother giving them a large list of powers they can learn. The psychic warrior's powers known of +1 per level or the wilder's +1 every two levels both seem reasonable to me, but its your class. You might consider starting with the psychic warrior power list and removing powers you don't like and/or adding missing powers you do.

Something that may be less obvious is that the manifester level limits how many PP a manifester can put into a power at once. You may wish to consider limiting the manifester level of a paladin-style psionic class, to prevent them from augmenting powers insanely.


Same thing with the Max known/Highest Level known thingy.
The Max known power for a psionic class is basically the same as the highest spell number a spellcasting class. The Psion starts with power level 1 at level 1 and increases a power level every two class levels, the same as a wizard does with spells. The Psychic warrior increases power level every 3 levels nearly the same as the bard so that after the first level, the PsyWar's max power is the same as the highest spell level a bard knows (bards only have cantrips at first level but there are no psionic cantrips).

The number of powers known for each of the three core psionic base classes each follow their own predictable pattern. The Psion starts with 3 powers and gains 2 new powers every level (which is the same as the lowest number of spells in a wizard's spellbook). The PsyWar starts with 1 and gains 1 new power every level. The Wilder starts with 1 and gains 1 new power every even level.



The above is mostly my view on psionics with a bit of number crunching, your mileage may vary; hope that helps.

Reinboom
2007-07-12, 03:51 PM
By request of Fax, my latest gift to you all:

Monster Calculator (http://pifro.com/mon/)

Duke Malagigi
2007-08-06, 06:47 PM
Hmmn, it's not doing that at this moment, and I haven't edited the Barbarian's class file in quite awhile.
Unless you mean at the bottom using the Calculate Custom Class, then everything defaults 1d4 HD and 2 + int skill points. Since these can be changed rather quickly when you post the class tables, I haven't gotten around to making these customizable. I guess I'll add that later.


- As a side note. For the precalculated classes, all of the skills at the bottom now generate a link to the hypertext d20 SRD for the skill description while viewing in Normal formatting. Also, I put in a page print break after the forms at the top, so if you wish to print out tables, you can do so without having to print the forms at the top.




Click the spoiler tag to view the vbCode, then copy the code to your post.
Replace the xs with the proper numbers and the Class Ability with what you want. If it's a spellcaster, replace the dashes also with the proper spell list calculation.

I can't get it to display spellcasting progression. How do you do that?

littlechicory
2007-09-10, 04:37 PM
I can't get it to display spellcasting progression. How do you do that?

Apparently SweetRein's program doesn't like Internet Explorer that way.

Armond
2007-10-25, 03:12 AM
Maybe I missed it, but is there some easy map generation stuff? Google directed me to The Fractal Mapper, which is really neat (it's the first result you'll get for googling it), but I can't even save my map unless I pay $35 -$40. I saw a map for the Tears of Blood campaign; how was that done?

Fax Celestis
2007-11-28, 07:34 PM
Maybe I missed it, but is there some easy map generation stuff? Google directed me to The Fractal Mapper, which is really neat (it's the first result you'll get for googling it), but I can't even save my map unless I pay $35 -$40. I saw a map for the Tears of Blood campaign; how was that done?

Two main programs immediately come to mind. Try either AutoREALM (http://www.gryc.ws/autorealm.htm) or Campaign Cartographer (http://www.profantasy.com/).

Mr.Bookworm
2007-12-07, 10:48 AM
Hm.

Does there happen to be a template, for, well, templates?

I looked through the thread and couldn't find any, but I saw a lot of people asking for it.

littlechicory
2007-12-11, 10:27 AM
Hm.

Does there happen to be a template, for, well, templates?

I looked through the thread and couldn't find any, but I saw a lot of people asking for it.

Seconded! (filler spam)

Fax Celestis
2007-12-18, 03:33 AM
Major updates to the Monster section.

Lord Iames Osari
2007-12-19, 05:37 AM
Shouldn't poison be included with the types of attacks with Con-based save DCs?

Fax Celestis
2007-12-19, 11:57 AM
Why yes it should.

Reinboom
2008-01-30, 09:47 AM
May the new class table generator (http://pifro.com/dnd/NEW/) get a link, as well as the new monster generator (http://pifro.com/dnd/NEW/nyu.php)?

Aranai
2008-02-27, 10:41 PM
I can't even begin to quantify how insanely useful this is. Kudos beyond recognition!

I also can't wait for the Ted session. I have a player who constantly debates...well...everything. It's kinda irritating. XD

dman11235
2008-03-10, 05:56 PM
This looks very nice. I applaud you.

One thing though, you should add On the Philosophy of Class Design (http://www.giantitp.com/forums/showthread.php%3Ft%3D55947) to the tools under classes.

EDIT: Is there any way to get the spoilers to have a title?

dman11235
2008-03-17, 09:53 PM
You need a template for items...

ITEM NAME
Price:
Body Slot:
Caster Level:
Aura:
Activation:
Weight:
Descriptive text

what it does.
prerequisites:feat(s), spell(s), skill ranks
cost to create: gp, xp, days

does this: ITEM NAME
Price:
Body Slot:
Caster Level:
Aura:
Activation:
Weight:
Descriptive text

what it does.
prerequisites:feat(s), spell(s), skill ranks
cost to create: gp, xp, days

Norr
2008-04-06, 12:31 PM
On Requirements and Abilities
*snip*
* The general format for a saving throw is 10 + class level + ability modifier or 10 + hit dice + ability modifier, though I have also seen 5 + skill ranks.

Shouldn't the saving throw for abilities be 10 + ˝ class level + ability modifier or 10 + ˝ hit dice + ability modifier?
At least that's what the SRD says about supernatural abilities. (http://www.d20srd.org/srd/specialAbilities.htm#specialAbilities)
Of course, I could be wrong and this refers to something completely different. In that case, ignore this post.

dman11235
2008-04-08, 04:53 PM
You are correct Norr. I thought I pointed that out, guess not.

gokol
2008-04-22, 01:36 AM
What about Homebrewing items and the like?

dman11235
2008-04-28, 10:36 PM
I believe I put up a template, check the last page there. Fax has been absent from here for a while. No updates.

EDIT, it's three posts above yours.

Ossian
2008-08-12, 02:05 PM
Very nice thread. I like it!
Quick question my friends (with apologies if this has already been answered): is this also a place where one can post NPCs? I mean well fleshed out, statted NPCs with a quick background / roleplay note, a bit like in the Elite Opponents column on the Wizards website? If not, can you point me to such a place here in the playground?

Thanks a bunch,

Ossian.

AKA_Bait
2008-08-12, 02:19 PM
Very nice thread. I like it!
Quick question my friends (with apologies if this has already been answered): is this also a place where one can post NPCs? I mean well fleshed out, statted NPCs with a quick background / roleplay note, a bit like in the Elite Opponents column on the Wizards website? If not, can you point me to such a place here in the playground?

Thanks a bunch,

Ossian.

The general Homebrew Forum is a fine place to post fully fleshed and statted NPC's or just ones on their way to being so. Just to be totally clear, this thread, however, is not.

vegetalss4
2008-11-23, 12:34 PM
can someone please make a monster table for dragons, and similar monsters that needs more than one stat block?

afroakuma
2008-11-23, 10:56 PM
This is the main dragon table; I'll post the other one tomorrow.

Warning: It's huge. It's probably no fun to use.

And it is huge, I must reiterate this.

N Dragons By Age
{table=head]Age|Size|Hit Dice (hp)|Str|Dex|Con|Int|Wis|Cha|BAB/Grapple|Attack|Fort|Ref|Will|Breath Weapon (DC)|Frightful<br> Presence DC
Wyrmling|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
-

Very Young|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
-

Young|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
-

Juvenile|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
-

Young Adult|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Adult|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Mature Adult|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Old|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Very Old|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Ancient|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Wyrm|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x

Great Wyrm|
(size)|
HD+x (x hp)|
x|
x|
x|
x|
x|
x|
+x/+x|
+x|
+x|
+x|
+x|
XdY (x)|
x
[/table]

vegetalss4
2008-11-24, 05:09 AM
thanks afro

afroakuma
2008-11-24, 02:09 PM
The other dragon table. Not as large.

N Dragon Abilities By Age
{table=head]Age|Speed|Initiative|AC|Special Abilities|Caster Level|SR
Wyrmling|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
-

Very Young|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
-

Young|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
-

Juvenile|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
-

Young Adult|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Adult|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Mature Adult|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Old|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Very Old|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Ancient|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Wyrm|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x

Great Wyrm|x ft.; fly x ft. (class)|
+x|x (+x natural, -x size), touch x, flat-footed x||
Nth|
x
[/table]

kyoten
2008-12-31, 09:55 AM
Is there a guide to designing Templates, Races, Feats, and Spells?

Is there a guide to designing Disciplines? I like the one's from The Demented One and Krimm and was interested in creating some of my own.

afroakuma
2008-12-31, 10:00 AM
No, no, yes and yes.

The latter two templates are on the first page.

dman11235
2009-01-09, 07:36 PM
Am I ever going to get a response to what I said earlier? Also:

http://brilliantgameologists.com/boards/index.php?topic=304.0

That's what I've done on BG. The only things that can't get ported over are the tables I believe, everything else is the same. Feel free to use those as templates for....everything, hopefully. I'm working on a Template template (heheh) right now, should be up in a few minutes. Because you don't have most of these templates in your OP. Also note: color coded. Similar things are similar colors (spells and such are blueish, classes brownish, monsters redish (templates are currently set to orange, going to see how it turns out before finalizing), etc.), and everything different enough is a different color.

DracoDei
2009-02-09, 12:22 PM
Not seeing the template template on that thread... looks to only be a few posts long too...

Karma Guard
2009-02-11, 01:38 AM
Here's one I need:

Is there a checklist or whatever for making a setting?

Even a basic outline would be hella sweet. I'm trying to work on one, but I keep missing stuff. <( ._.)> having a list would be awesome.

Lyndworm
2009-02-11, 02:14 AM
Might I suggest this site (http://www.sfwa.org/writing/worldbuilding1.htm)? It helped me a bit.

Karma Guard
2009-02-11, 02:28 AM
Might I suggest this site (http://www.sfwa.org/writing/worldbuilding1.htm)? It helped me a bit.

awwwwwwwwww yeah.

CrimsonAngel
2009-03-07, 08:55 PM
Not that it's been an issue or I've seen anything too terribly bad of late, but I thought I'd drop this into place considering a lot of questions I've received.

Monsters
Tools
Vorpal Tribble's Guide To Making Monsters
Pifro's Monster Calclulator (http://pifro.com/mon/)
SRD entry on types and subtypes (http://www.d20srd.org/srd/typesSubtypes.htm)

Monsters From The Top Down
Name: Name your monster. Honestly, I've seen a lot of names that really just stick out as a sore thumb, even on an otherwise well-designed monster. If you're stuck for a name, I personally recommend taking one word that closely describes your creature, seeing what it looks like and sounds like in other languages, and then altering that slightly until you come up with a name that sounds interesting. You might want to try Babelfish (http://babelfish.altavista.com), BehindTheName (http://behindthename.com) (which also has a generator (http://behindthename.com/random/), or Wehewehe (http://wehewehe.org) if you're stuck.

Size/Type: Keep in mind what the different sizes mean. Sizes range from Fine at the smallest to Colossal at the largest. For reference, here's a table with similar sizes for creatures of the different sizes:
{table=head]Size | Equivalent
Fine | Gecko, frog, tarantula
Diminutive | Kitten, squirrel, pidgeon
Tiny | Housecat, terrier, eagle
Small | Younger than teenage human
Medium | Teenage and older human
Large | Coupe car, horse, bear
Huge | Box truck, Hummer, train engine
Gargantuan | Tractor-trailer (with trailer), one-bedroom apartment
Colossal | Cessna jet, most office buildings[/table]

As for types, keep in mind what they're supposed to entail: Aberrations are generally otherworldly in at least some sense, for instance. A complete description of the different types (and the features they carry) can be found here (http://http://www.d20srd.org/srd/typesSubtypes.htm). Do note that your creature carries all the characteristics of its type and subtype regardless of whether you note it or not, due to the way types and subtypes work. Some creatures are exceptions to the abilities granted by type or subtype, but these special instances are specifically delineated in the monster entry itself.

Hit Dice: Remember that HD are determined by type. Undead, for instance, always have a d12 HD. Creatures always receive average HP per die, as per the following table:

{table=head]HD Size | Average | Types
d4 | 2.5
d6 | 3.5 | Fey
d8 | 4.5 | Aberration, Animal, Elemental, Giant,<br>Humanoid, Monstrous Humanoid, Outsider, Plant, Vermin
d10 | 5.5 | Construct, Magical Beast, Ooze
d12 | 6.5 | Dragon, Undead[/table]

Monsters (except Constructs and creatures without Constitution scores, such as most Undead) also receive bonus HP equal to their Constitution modifier multiplied by their HD. Constructs are a special case and instead gain a flat amount of bonus HP based on their size:

{table=head]Construct Size | Bonus HP
Fine | +0
Diminutive | +0
Tiny | +0
Small | +10
Medium | +20
Large | +30
Huge | +40
Gargantuan | +60
Colossal | +80[/table]

Remember that your creature's size also affects their Grapple modifier, Hide modifier, Armor Class, and attack bonus.

Initiative: Unless your creature has the Improved Initiative feat or an ability that directly affects their Initiative, this should be set to the creature's Dexterity modifier.

Speed: Creatures can have several different modes of movement (http://http://www.d20srd.org/srd/specialAbilities.htm#movementModes): Land, Fly, Swim, Burrow, and Climb. Most creatures, except under extraordinary circumstances, will favor either a Land, Fly, or Swim speed over anything else. Remember that having a Swim or Climb speed automatically grants you a racial bonus on Swim or Climb checks, as appropriate. This bonus is +8, and also allows the creature to Take 10 on the appropriate check even when threatened. Some creatures are also allowed with this ability to use a different modifier for the appropriate check (Dexterity instead of Strength for Climb checks, for instance), as they are more appropriately suited for such a style of movement.

Also note that having a land speed in excess of 30' provides a bonus to Jump checks, and one below 30' penalizes Jump checks:

{table=head]Land Speed | Bonus to Jump
0' | Cannot jump
5'-10' | -12
15'-20' | -6
25'-35' | +0
40'-45' | +4
50'-55' | +8
60'-65' | +12
Each additional 10' | +4[/table]

Armor Class: I cannot stress this enough: show the breakdown for your creature's armor class. There are a multitude of effects that bypass a particular kind of armor, and on-the-fly adjucation will most likely come up with a different answer than the one you intended.

Base Attack/Grapple: Your creature's BAB is based directly on the number of HD they have and the type they carry.

{table=head]Type | BAB
Aberration | +3/4 HD
Animal | +3/4 HD
Construct | + 3/4 HD
Dragon | +1/1 HD
Elemental | +3/4 HD
Fey | +1/2 HD
Giant | +3/4 HD
Humanoid | +3/4 HD
Magical Beast | +3/4 HD
Monstrous Humanoid | +1/1 HD
Ooze | +3/4 HD
Outsider | +1/1 HD
Plant | +3/4 HD
Undead | +1/2 HD
Vermin | +3/4 HD[/table]

Grapple is determined by adding the creature's Strength modifier to their BAB and attaching a size modifier.

{table=head]Size | Grapple Modifier
Fine | -16
Diminutive | -12
Tiny | -8
Small | -4
Medium | +0
Large | +4
Huge | +8
Gargantuan | +12
Colossal | +16[/table]

Attack: List attacks like " [Attack] +X [melee or ranged] (damage dice + damage modifiers, critical range/critical multiplier)". If a creature has multiple attacks, insert a "; OR" betewen them.

Full Attack: See above, but also remember to include attack options like Rapid Shot as separate lines.

Space/Reach: This is set by your creature's size. The number listed for Space is for one side of a square. Tall creatures (like a human) generally have longer reach than long creatures (like a tiger).

{table=head]Size | Space | Reach (Tall) | Reach (Long)
Fine | 1/2' | 0' | 0'
Diminutive | 1' | 0' | 0'
Tiny | 2 1/2' | 0' | 0'
Small | 5' | 5' | 5'
Medium | 5' | 5' | 5'
Large | 10' | 10' | 5'
Huge | 15' | 15' | 10'
Gargantuan | 20' | 20' | 15'
Colossal | 30' | 30' | 20'[/table]

Creatures with less than 5' reach can't attack surrounding squares and do not threaten squares. They must enter an opponent's square (which provokes an Attack of Opportunity) to attack.

Special Attacks: Any special ability not gained by feats that the creature can use to directly attack another creature (except spell-like abilities) is listed in this section and described below the statistics block. Save DCs for a creature's abilties are set at 10 + 1/2 HD + relevant modifier.

{table=head]Modifier | Applicable Attack
Strength | Physical trauma
Dexterity | Accurate attacks, called shots
Constitution | Breath weapons, poison
Intelligence | Arcane spellcasting, telepathy
Wisdom | Divine spellcasting, perception
Charisma | Spell-like abilities, gaze attacks, anything not listed above[/table]

Special Qualities: Any special ability that doesn't fit into the Special Attacks section goes here, including features like radiated auras and spell-like abilities. Again, do not include feats in this section and describe the abilities underneath the statistics block. Calculate any necessary Save DCs the same way.

Saves: Saving throws are calculated according to creature type and the relevant ability modifier.
{table=head]Type | Fort | Ref | Will
Aberration | +1/3 HD | +1/3 HD | 2 +1/2 HD
Animal | 2 +1/2 HD | 2 +1/2 HD | +1/3 HD
Construct | +1/3 HD | +1/3 HD | +1/3 HD
Dragon | 2 +1/2 HD | 2 + 1/2 HD | 2 +1/2 HD
Elemental | 2 +1/2 HD (Earth, Water)/+1/3 HD (Fire, Air) | +1/3 HD | 2 +1/2 HD (Fire, Air)/+1/3 HD (Earth, Water)
Fey | +1/3 HD | 2 +1/2 HD | 2 +1/2 HD
Giant | 2 +1/2 HD | +1/3 HD | +1/3 HD
Humanoid | +1/3 HD | 2 +1/2 HD | +1/3 HD
Magical Beast | 2 +1/2 HD | 2 +1/2 HD | +1/3 HD
Monstrous Humanoid | +1/3 HD | 2 +1/2 HD | 2 + 1/2 HD
Ooze | +1/3 HD | +1/3 HD | +1/3 HD
Outsider | 2 +1/2 HD | 2 +1/2 HD | 2 +1/2 HD
Plant | 2 +1/2 HD | +1/3 HD | +1/3 HD
Undead | +1/3 HD | +1/3 HD | 2 +1/2 HD
Vermin | 2 +1/2 HD | +1/3 HD | +1/3 HD[/table]

Abilities: A creature's abilities always use the Common array (11, 11, 11, 10, 10, 10) and then are augmented with the cretature's racial modifiers.

Skills: Number of skills per HD is also set by type. A creature's class skills are usually ones that do not require training and are different from creature to creature. A good number to go with is to choose a number of "class skills" equal to the number of skills that the monster receives per level, and simply put maximum ranks in them all. Remember, creatures without Intelligence scores do not receive skills or feats. Monsters also receive four times the normal amount of skills at first level.

{table=head]Type | Skills
Aberration | 2+Int
Animal | 2+Int
Construct | 2+Int
Dragon | 6+Int
Elemental | 2+Int
Fey | 6+Int
Giant | 2+Int
Humanoid | 2+Int
Magical Beast | 2+Int
Monstrous Humanoid | 2+Int
Ooze | 2+Int
Outsider | 8+Int
Plant | 2+Int
Undead | 4+Int
Vermin | 2+Int[/table]

Feats: Like PCs, monsters receive one feat at 1st HD and an additional feat at 3rd HD and every three HD thereafter. Creatures occasionally receive bonus feats which the creature does not meet the prerequisites for but still has access to due to natual predilection.

Enviroment: Monsters have homes, and this line lets us know what kind of environment the creature is found in. If someone is using wandering monster encounter tables, then this line is what they use to determine where to add your monster.

Organization: Not all monsters are solitary. Give a few examples as to how a monster is typically found, such as "Solitary, Pairs, or Mobs (4-16)". When giving a size, try to make it determinable with dice. In this example, 4-16 is 4d4.

Challenge Rating: I've seen a variety of methods to set CRs on creatures, but I've really only found two that work 95% of the time. The first is the one I use: the creatures CR should be between a 3:2 to a 1:1 ratio for BAB:CR, generally, so that a BAB of +9 would be a CR between 6 and 9.

Vorpal Tribble's method, slightly more accurate but requiring more work than my method is as follows:



Treasure: Let us know what kind of treasure the monster is likely to have. Some monsters have treasure lines that look like "Standard; gems only" or "Double standard; weapons and armor only". This is mostly for DMs that like to roll randomized treasure.

Alignment: Unless this creature is unique, don't put in just a single alignment. Use the "Always," "Usually", "Sometimes," and "Rarely" qualifiers.

Advancement and Favored Class: Give advancement paths, whether
by HD or by class. If by class, provide a favored class.

Level Adjustment: Provide a level adjustment as you deem appropriate. Unlike the rest of this, there's no real fixed method for setting Level Adjustment. It's best to just approximate and go with what you feel's best.

Format
Name
SIZE TYPE (SUBTYPE)
HD HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Init: INITIATIVE
AC X; touch X; flat-footed X
(AC DETAILS)
BAB +X; Grp +X
Attack Standard attack +X (damage, critical range/critical multiplier + additional damage)
Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
Space X ft.; Reach X ft.
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X

Copy/Paste the following:
Name
SIZE TYPE (SUBTYPE)
HD HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Init: INITIATIVE
AC X; touch X; flat-footed X
(AC DETAILS)
BAB +X; Grp +X
Attack Standard attack +X
(damage, critical range/critical multiplier + additional damage)
Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
Space X ft.; Reach X ft.
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X


<hr>
Classes
Fax Celestis' Prestige Class Creation Tutorial (http://www.giantitp.com/forums/showthread.php?t=10433)

When you're enumerating the skills, abilities and saves of a class, write them out. I can't stress that enough.

After all, what looks more professional and is easier to visualize? “Saves: Good fort, bad ref, bad will,” or:

{table=head]Fort|Ref|Will

+2|+0|+0[/table]

However, certain formulas can be used as a shortcut to determine base attack bonus and saves. Always remember to round down. Hit Die is equivalent to level as well.
Base Attack Bonus
Good: Equal to HD
Average: 3/4 of HD
Poor: 1/2 of HD
Epic Base Attack Bonus
Add 1/2 of HD to 20th level/HD BAB (20 for good, 15 for average, 10 for poor)
Saves
Good: 2 plus 1/2 of HD
Poor: 1/3 of HD
Epic Saves
Add 1/2 of HD to 20th level/HD Saves (12 for good, 6 for poor)
Ability Modifiers
Ability score minus 10, divided by 2

On Requirements and Abilities
Most prestige classes are designed to be entered at level 5, though more powerful ones are sometimes at level 8 or higher. Always set class skills in PrCs as if they would be acquired at the minimum possible level.
Always explain everything as clearly as possible in game terms. Cite mechanics.
The general format for a saving throw is 10 + class level + ability modifier or 10 + hit dice + ability modifier, though I have also seen 5 + skill ranks.

Format
Due to the size of these codes, each is contained under a Spoiler tag. Click “Show” to view the table and code; it is suggested you do not open all at once so the post remains relatively easy to read.

20 Level Base Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability

11th|
+x|
+x|
+x|
+x|Class Ability

12th|
+x|
+x|
+x|
+x|Class Ability

13th|
+x|
+x|
+x|
+x|Class Ability

14th|
+x|
+x|
+x|
+x|Class Ability

15th|
+x|
+x|
+x|
+x|Class Ability

16th|
+x|
+x|
+x|
+x|Class Ability

17th|
+x|
+x|
+x|
+x|Class Ability

18th|
+x|
+x|
+x|
+x|Class Ability

19th|
+x|
+x|
+x|
+x|Class Ability

20th|
+x|
+x|
+x|
+x|Class Ability[/table]


20 Level Base Class with Spellcasting
Note that you can leave off information for the end columns if the class has not yet gained spells per day at that spell level – for example, no need to fill out anything past 1st spell level for the 1st level row on a class with the same spell progression as a wizard or cleric.

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+x|
+x|
+x|
+x|Class Ability|-|-

2nd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

3rd|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-

4th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-

5th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-

6th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-

7th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-

8th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

9th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

10th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

11th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

12th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

13th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

14th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

15th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

16th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

17th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

18th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

19th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

20th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-[/table]

20 LEVEL SPELLCASTING BASE CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+x|
+x|
+x|
+x|Class Ability|-|-

2nd|
+x|
+x|
+x|
+x|Class Ability|-|-|-

3rd|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-

4th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-

5th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-

6th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-

7th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-

8th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

9th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

10th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

11th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

12th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

13th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

14th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

15th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

16th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

17th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

18th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

19th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-

20th|
+x|
+x|
+x|
+x|Class Ability|-|-|-|-|-|-|-|-|-|-[/table]


10 Level Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability [/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability

6th|
+x|
+x|
+x|
+x|Class Ability

7th|
+x|
+x|
+x|
+x|Class Ability

8th|
+x|
+x|
+x|
+x|Class Ability

9th|
+x|
+x|
+x|
+x|Class Ability

10th|
+x|
+x|
+x|
+x|Class Ability[/table]


10 Level Spellcasting Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

6th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

7th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

8th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

9th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

10th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class [/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

6th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

7th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

8th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

9th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

10th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class [/table]


5 Level Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability

4th|
+x|
+x|
+x|
+x|Class Ability

5th|
+x|
+x|
+x|
+x|Class Ability[/table]


5 Level Spellcasting Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

4th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

5th|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]


3 Level Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability

2nd|
+x|
+x|
+x|
+x|Class Ability

3rd|
+x|
+x|
+x|
+x|Class Ability[/table]


3 Level Spellcasting Prestige Class

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]

NAME OF CLASS
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

2nd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class

3rd|
+x|
+x|
+x|
+x|Class Ability|+1 level of existing spellcasting class[/table]


<hr>
Spells
Always, always, always make spells the same format you see them in the book.
If you're making a spell that's similar to another one, it's usually a good idea to quote the relevant text directly and then add changes and clarifications. Do note that you can't quote directly anything that isn't SRD.

On Assigning A Level To A Spell
First, determine who you want to cast it. Remember, adding to class lists for casters with small lists is a potentially bad idea. Classes like the Duskblade use a limited spell list as a balancing factor.

Here's also a few guidelines for who should cast what:
Does it deal holy damage or only work against specific alignments? It's a divine spell and should be cast by divine casters.
Does it deal lots of damage or break the inherent laws of the universe? It's an arcane spell and probably shouldn't be available to divine casters at all, except maybe as a domain spell.
Does it have applications for martial classes that outstrip non-martial classes' ability to use the spell well? If so, it should probably go to the Paladin or Ranger...if you're feeling talented, take a shot at adding it to the Duskblade/Hexblade/Assassin spell lists.
Is it a mind-affecting, fear, charm, illusion, or compulsion affect lower than sixth level? Almost certainly a bard spell.

Second, compare it to similar spells. If you're making a better fireball, for instance, it should be higher level than fireball. However, if it's not as good as Delayed Blast Fireball, stick it somewhere in the middle.

Sometimes it's not possible to do this part, since there simply isn't a spell like it already in existence. Then you've really just got to guess.

On Assigning A School
Assigning a school to a spell is an interesting task, but answering the following questions should at least narrow down the schools it could go in.

Also, remember that there are now dual-school spells, introduced in the PHB-II (well, reintroduced, since they existed in 2e).

Does the spell summon or fabricate a creature, object, or force? Probably Conjuration or Evocation, except in the case of undead, where it is Necromancy.
Is the spell mind-affecting or fear-inducing? Almost certainly Illusion or Enchantment.
Does the spell deal in negative energy? Necromancy.
Does the spell change one object, person, power, or other into another one of the same or different type? Transmutation.
Does the spell tell you the future, the past, about an object, person, place, or idea? Divination.
Does the spell protect you from harm, magical or otherwise? Abjuration.
Does the spell protect an object fom harm, magical or otherwise? Probably Abjuration, though it could be Enchantment.
Does the spell kill on a failed save? Enchantment, Illusion, or Necromancy.
Does the spell fail on a successful wil save? Enchantment or Illusion.
Does the spell require a reflex save for half damage? Evocation or Conjuration.
Does the spell move or transport a creature or object from one location to another? Conjuration.

As for descriptors, those are fairly easy:

Does the spell have a particular element or alignment inherent in the spell? Add the appropriate descriptor.
Does the spell create a force effect (like magic missile, wall of force, or Bigby's hand)? Add the [Force] descriptor, and put it in the Evocation school.
Does the spell tinker with an opponent's mind? Add [Mind-Affecting].
Does the spell cause the target to become afraid? Add [Fear], and probably ad [Mind-Affecting].
Is the spell dependent on your words being understood? Add [Language-Dependent].

Player's Handbook 173 to 177 is an immense help for this sort of thing, though I don't believe it’s in the SRD.

Format
Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:

Name
School (Subschool) [Descriptor]
Level: Class Level
Components: V, S, M, F, DF, XP
Casting Time:
Range:
Target:
Duration:
Saving Throw:
Spell Resistance:


Feats
Feat Name [Feat Type]
Flavor text.
Prerequisites: You put prerequisites here. Skip this line if there are no prerequisites.
Benefits: You put benefits here. You always need this part.
Normal: If your feat alters an existing way of doing things, describe that here. If your feat grants an entirely new ability, skip this part.
Special: Anything else you feel is important but that doesn't quite fit in the other sections. If you've covered everything, skip this part.

Feat Name [Feat Type]
Flavor text.
Prerequisites:
Benefits:
Normal:
Special:

*Most feats prerequisites are on odd numbers. Dodge, for instance has a Dex requirement of 13+, while Combat Expertise calls for Int 13+.

General Information
Make frequent use of the bold, italic, and underline tags, instead of using capitalization.
Run your work through a spell checker.
Follow book formats as close as possible, even if you have a way that makes “more sense.” Since everyone is familiar with it, you are more likely to receive responses.
<hr>
Anyone want to add anything?

Is this how?
AMI
Size:Small
d8 (humanoid)
+10 bonus HP
5' 5' 5'
Transforms into what animal it is born as. Also has the ability to transform into it and control them. Born in the forest, and can never grow old. (seemingly)
(and because i'm so lazy.)
Streangth: low
Dexterity:medium
Constitution:medium
Intelligence:slightly higher than medium
Wisdom:high
Charisma:high
Humanoid | +1/3 HD | 2 +1/2 HD | +1/3 HD
Humanoid | 2+Int
Home: werever it's chosen animal lives. Usually in cities with others of the same animal.
Treasure: Hides of animals, food
Allignment: All
Favored classes: Druid, wizard, fighter,Cleric
I'm not sure what a level adgustment is. I've never played DnD... :smallfrown:
This is one of my Avatar battle royale characters... She's a level 13 druid and her animal is an otter.
http://i43.photobucket.com/albums/e381/CrimsonAngelChris/g230.png

Origomar
2009-07-12, 06:40 PM
how do you get the format for making a class? like that thing that organizes everything where do you find it?

PumpkinEater
2009-08-09, 07:49 PM
Don't Magical Beasts get +1/1 BAB?

Zeta Kai
2009-08-09, 07:53 PM
Don't Magical Beasts get +1/1 BAB?

If you mean that their BAB equals their HD, then yes, they do (http://www.d20srd.org/srd/typesSubtypes.htm#magicalBeastType).

PumpkinEater
2009-08-09, 08:10 PM
If you mean that their BAB equals their HD, then yes, they do (http://www.d20srd.org/srd/typesSubtypes.htm#magicalBeastType).

Yes, that's what I meant. I only pointed this out because the OP says otherwise.

Zipding
2009-08-31, 12:54 AM
I have a question, using Vorpal Tribble's way of deciding CR for a creature, I have applied a "template" (this is the Demon Lord template from Dragon 359), I ran it through the process three times, all saying it should be between CR 46 and 50, I have it down as a CR 26, am I doing something wrong?

Debihuman
2009-08-31, 06:23 PM
Near as I can tell, adding templates to creatures often throws off the way challenge ratings are calculated. According to the template, The CR should be 24-33 but it really depends on the creature you add the template to.
Base creature +2 CR for the template is what is suggested.

What base creature did you use?

Debby

Zipding
2009-08-31, 08:10 PM
I added the template to a Remorhaz. Afoakuma is already looking at it

Elrond
2009-09-02, 06:34 PM
Hi im making a prestige class called 'Soul Reaper' and i wanted to know what this stuff meant Ex/Su/Sp

lsfreak
2009-09-02, 06:44 PM
Hi im making a prestige class called 'Soul Reaper' and i wanted to know what this stuff meant Ex/Su/Sp

Whether the ability is Extraordinary, Supernatural, or Spell-like. It should be spelled out in the SRD what each of those entails.

Elrond
2009-09-02, 07:32 PM
OK thanks:smallsmile: Im making a campaign setting

Zipding
2009-09-18, 09:08 PM
Out of curiousity, where do I find what's in the OGL for 3.5e? Looking inside the PHB, it says that this Wizards of the Coast game product contains no Open Game Content. I already looked it up on the WotC website and it only has the 4e OGL

Godskook
2009-09-18, 09:23 PM
Are you just looking for the SRD? Try here (http://www.dandwiki.com/wiki/Main_Page), here (http://www.d20srd.org/), or here (http://dungeons.wikia.com/wiki/Main_Page). Otherwise, what're you looking for?

Zipding
2009-09-18, 09:25 PM
I was just wondering because I am thinking of revising some of the classes and I wasn't sure what was under the OGL. Thanks

imp_fireball
2009-09-21, 08:56 PM
Anyone want to add anything?

How about an order in which class description is to be written out. Say, proficiencies, general info (ie. alignment, 'insert class name(s)' in the world, etc.), and stuff?

DracoDei
2009-10-05, 11:09 PM
Did some time consuming research a while back for my Falling Anvil discipline (which I will probably finish polishing to perfection... one of these days), and thought I would save people the trouble of duplicating my efforts.

Requirements
Maneuver Level|Desert Wind|Stone Dragon| Tiger Claw | Setting Sun|Shadow Hand|Diamond Mind|Iron Heart|White Raven|Devoted Defender|Man Lev
1| 0 | 0 |0-1(MOST 1!)| 0 | 0 | 0 | 0 | 0 | 0 |1
2| 0-1 | 0 | 0 | 0-1 | 0-1 | 0-1 | 0 | 1 | 0 |2
3| 1 | 0-1 | 1-2 | 1 | 0-1 | 0-1 | 1 | 1 | 1 |3
4| 1-2 | 0-2 | 1-2 | 1-2 | 0-2 | 2 | 2 | 1 | 1 |4
5| 2 | 2 | 2 | 2 | 0-2 | 0-2 | 2 | 2 | 1 |5
6| 2 | 0-2 | 2 | 2 | 3 | 2 | 2 | 2 | 2 |6
7| 3 | 2-3 | 2-3 | 3 | 0!? | 3 | 3 | 3 | 2 |7
8| 3 | 2-3 | 3 | 3 | 3 | 0-3 | 2-3 | 1-3 | 2-3 |8
9| 5 | !!??0??!! | 4 | 5 | 5 | 4 | 4 | 4 | 3 |9

Maneuvers
Maneuver Level|Desert Wind|Stone Dragon| Tiger Claw | Setting Sun|Shadow Hand|Diamond Mind|Iron Heart|White Raven|Devoted Def.|Anvil|Man Lev
1| 5 | 3 | 4 | 3 | 4 | 3 | 3 | 4 | 4 | 7 |1
2| 4 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | 2 | 4 |2
3| 4 | 4 | 4 | 3 | 4 | 3 | 3 | 3 | 3 | 5 |3
4| 3 | 3 | 2 | 2 | 2 | 3 | 2 | 2 | 2 | 5 |4
5| 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 5* | 4 |5
6| 3 | 3 | 2 | 2 | 3 | 2 | 2 | 2 | 5* | 4 |6
7| 2 | 2 | 3 | 1 | 2 | 2 | 2 | 2 | 2 | 4 |7
8| 2 | 3 | 3 | 2 | 3 | 3 | 3 | 2 | 2 | 3 |8
9| 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |9
*Alignment Based

The Librarian
2010-01-19, 09:53 PM
Hey, I'm sort of new to this section of the thread. Is it all right for me to make a homebrewed spell set here? An answer to this question would help me greatly.:smallsmile:

Zexion
2010-01-20, 07:27 PM
Hey, I'm sort of new to this section of the thread. Is it all right for me to make a homebrewed spell set here? An answer to this question would help me greatly.:smallsmile:

Not here. Make a new thread, with the following format
(spell name), (game version, then what it is) (PEACH)
PEACH means Please Evaluate And Critique Honestly.
So, if you had a spell called Total Armageddon, the spell was for d&d 3.5, and you wanted people to evaluate your work, the thread title would be:
Total Armageddon (3.5e spell) PEACH

The Librarian
2010-01-21, 08:05 PM
Gracias, I'll be beginning then.

Temotei
2010-03-02, 07:53 AM
Oh crap, didn't mean to post here. I always quote this thread to make tables out of and I forgot I was still in it >.<

You can delete a post by clicking on the "Edit" button on the bottom right, then scrolling up to the delete post option. Make sure you confirm by filling in the circle.

Fax Celestis
2011-02-17, 02:13 PM
Here's a BAB/saves worksheet (https://spreadsheets.google.com/ccc?key=0AuqvG3gSGuF7dFlzT0RVMmpnZVV0NzZEd1FlSVpFe UE&hl=en&authkey=CJ3xutYJ) I use for d20r.

dethkruzer
2011-07-25, 02:08 PM
any possibility on getting a code and/or guidelines for making templates, I think I already saw this request several times.

Morbalus
2013-01-19, 05:34 PM
Thank you so much for this, it was more helpful than you can possbily imagen.

Morbalus

AttilaTheGeek
2013-03-30, 11:37 PM
You might want to add this (https://docs.google.com/spreadsheet/ccc?key=0Agyi5tgUTatCdHFjS05Kb18xVGd2bTZhak5YaGQtM FE#gid=3) in. It's based off the Pathfinder bestiary, which is mostly identical to the first Monster Manual.

It's helpful to be able to say "The average CR X monster has a +Y attack bonus and Z hit points". It functions, like you said, as a sanity check.

DracoDei
2013-03-31, 10:29 AM
You might want to add this (https://docs.google.com/spreadsheet/ccc?key=0Agyi5tgUTatCdHFjS05Kb18xVGd2bTZhak5YaGQtM FE#gid=3) in. It's based off the Pathfinder bestiary, which is mostly identical to the first Monster Manual.

It's helpful to be able to say "The average CR X monster has a +Y attack bonus and Z hit points". It functions, like you said, as a sanity check.

Yeah, that looks very useful.

cathrine
2016-04-21, 11:55 AM
Name: Name your monster. Honestly, I've seen a lot of names that really just stick out as a sore thumb, even on an otherwise well-designed monster. If you're stuck for a name, I personally recommend taking one word that closely describes your creature, seeing what it looks like and sounds like in other languages, and then altering that slightly until you come up with a name that sounds interesting. You might want to try also has a generator, or Wehewehe if you're stuck.

Size/Type: Keep in mind what the different sizes mean. Sizes range from Fine at the smallest to Colossal at the largest. For reference, here's a table with similar sizes for creatures of the different sizes:
{table=head]Size | Equivalent
Fine | Gecko, frog, tarantula
Diminutive | Kitten, squirrel, pidgeon
Tiny | Housecat, terrier, eagle
Small | Younger than teenage human
Medium | Teenage and older human
Large | Coupe car, horse, bear
Huge | Box truck, Hummer, train engine
Gargantuan | Tractor-trailer (with trailer), one-bedroom apartment
Colossal | Cessna jet, most office buildings[/table]