Monster Races Question [Archive] - Wizards Community

Post/Author/DateTimePost
GeminiDreams

04-30-07, 10:57 AM
I'm kind of confused as to how you use a monster as a race. Can someone give me an example and explain along the way?
For the sake of the example, assume the original stats, in order, were 16/14/11/18/13/15. You may use any monster race, just make sure to explain the example along the way.

This would be very appreciated, thank you in advance, =).
Morwen

04-30-07, 11:53 AM
Original stats, as in the rolled stats?

Since you wanted examples, I'll make two: I'll use one race that only has an LA-modifier, and one race that has both an LA-modifier and a number of racial hit dice.

First example: Drow (http://www.d20srd.org/srd/monsters/elf.htm#drow) Wizard 1 (+2 LA, no racial hit dice)

Stats will be the rolled stats, modified by the racial stats of the Drow (+2 Intelligence, +2 Charisma, +2 Dexterity, -2 Constitution). This gives us STR 16, DEX 16, CON 9, INT 20, WIS 13, CHA 17

Hit points will be that of a 1st-level Wizard, since the Drow race does not provide any racial hit dice. So: 1d4 (maxed for first level) minus 1, for a total of 3 hit points.

Base save bonuses and base attack bonus are also equal to that of a 1st-level Wizard, modified by the stats as normal.

You will also have all the traits and special abilities listed, such as Spell Resistance, spell-like abilities, immunity to sleep effects, and so on.

You will count as a 3rd-level character for purposes of starting equipment, how much experience you have and how much experience you need to gain another level, and for what Challenge Ratings are appropriate. For all other purposes you will count as a 1st-level character (this includes max skill ranks, number of feats, and the extra ability score for each 4 levels).

That's really all there is to it.

For the second example, we'll use a race that has a listed LA and an amount of racial hit dice, but that doesn't have a "race as characters" section. I'll use a Couatl (http://www.d20srd.org/srd/monsters/couatl.htm) Sorcerer 1. (+7 LA and 9 Outsider hit dice, as well as the one Sorcerer level)

To find the stat modifiers, subtract 11 from all odd ability scores and 10 from all even ability scores. This gives us STR +8, DEX +6, CON +4, INT +6, WIS +8, CHA +6. The final ability scores are thus STR 24, DEX 20, CON 15, INT 24, WIS 21, CHA 21.

The Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType) type provides d8 hit points for each HD. Hit points will thus be 8 (1st Outsider HD maxed), plus 8d8 for the remaining 8 Outsider HD, plus 1d4 for the Sorcerer level, plus 10 times the Constitution modifier (2). This gives us an average of 66 hit points.

The Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType) type provides Good saves for all three save types, and also a Good base attack bonus. The 9 Outsider HD thus provide base saves of 6, and bab of 9. Adding what we get from the Sorcerer level (+2 Will, +0 everything else), we get base saves of Fort +6, Ref +6, Will +8 (modified by ability scores we get Fort +8, Ref +11, Will +13), and a BAB of +9.

As you can see from the Couatl's statblock, its Armor Class includes a natural armor bonus of +9. This also applies to you when you use it as a PC. You will have a natural attack (a bite) that you can use when in melee. This attack will be at your full BAB, but you will not get iterative attacks with it for having a high BAB as you would with regular weapons.

You get the special traits and qualities of the creature, such as the improved grab ability, the constrict ability, darkvision, telepathy, psionic abilities, and so on.

The Couatl normally casts spells as a 9th-level Sorcerer. The one Sorcerer level gets added to this, and you will have spells per day and spells known as a 10th-level Sorcerer. Since the Couatl has the ability to cast spells from the Cleric spell list and from the Air, Good, and Law domains, you will also be able to select your spells known from those spells as well as from the regular Sorcerer/Wizard spell list.

If you look at the list of feats the Couatl has, you'll notice a small "B" by the Eschew Materials feat. This means all Couatls get the feat as a bonus feat, including you. The other feats can be changed as you like. The list of skills the Couatl has ranks in are its class skills. You can choose to have the same amount of ranks in each as the regular Couatl does, or alter it as you see fit.

You will have feats and max skill ranks as a 10th-level character (9 racial hit dice plus 1 Sorcerer level), but you will count as a 17th-level character for starting equipment, experience, and appropriate challenges. The additional ability score gained at 4th and 8th level are already incorporated into the Couatl's stat points, so you don't get those again. You will get your 3rd ability score point when you reach your 12th HD (your 3rd class level).

That's all.. I hope this helped :)
GeminiDreams

04-30-07, 12:02 PM
Thanks for your time, I get it now, =)