Gnoll Monk/Rogue and Monster Levels... I forget how.

Herobizkit

Adventurer
For fun, I suggested to a friend that he make a Gnoll Monk/Rogue for his 3.5 game.

  • Strength +4, Constitution +2, Intelligence -2, Charisma -2.
  • Size Medium.
  • A gnoll’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
  • Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Listen and Spot.
  • Racial Feats: A gnoll’s humanoid levels give it one feat.
  • +1 natural armor bonus.
  • Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Ranger.
  • Level adjustment +1.

I completely forget how "two levels of humanoid" would work in this build. Does this mean he'd essentially be a "Gnoll 2"/Monk X/Rogue Y, or is there some other way he gets those extra HP?

Also in this campaign the Level adjustment is ignored for +1 races.

Thanks!
 

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That's right -- he'd have two humanoid levels before the monk and Rogue levels were calculated, so if he's got a level 10 character it would be (losing the +1 LA)
Gnoll 2, Monk 4, Rogue 4 (or whatever).

This means your first level skills become next to useless (way way back I discussed this here)

It's way better for the character to keep the Level adjustment, but to lose the humanoid levels, if the DM were open to that.
 

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