Monsters Classes and Starting Gold

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Hi there... I've got a question regarding monster PCs.

I've been looking through Savage Species, intent on creating a 1st-level ogre character, but I can't find any information on monster classes and equipment. By which I mean to ask, is there any precedent on how to calculate starting gold for a monster class? If not, should I just go with the starting gold for the first class I plan to multiclass in (barbarian)?

Thanks to anyone who can help me out.
 
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for monster class skills, aren't they anything that the creature has ranks in? (racial, size, speed, and other bonuses only are not class skills)
 

Thanks... a minute after I posted this I got the bright idea for looking up the answer in the MM. You're right. And I feel like a total idiot. :P
 

Meh. I deleted my question on skills and changed the title before I saw your response...

Anyway... would this be correct for a kenku?

Kenku Racial Traits
-- Dexterity +4, Constitution +2.
-- Medium size.
-- A kenku's base land speed is 20 feet. It also has a fly speed of 50 feet (poor).
-- Racial Hit Dice: A kenku begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
-- Racial Skills: A kenku's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Disguise, Escape Artist, Hide, Move Silently, Open Lock, Sleight of Hand, and Spot.
-- Racial Feats: A kenku's monstrous humanoid levels give it one feat.
-- Darkvision out to 60 feet.
-- Weapon and Armor Proficiency: A kenku is proficient with all simple weapons and with scimitars. It is proficient with light armor and with shields (but not tower shields).
-- Natural Weapons: 2 claws (1d4), beak (1d6).
-- Spell resistance 17.
-- A kenku can communicate via telepathy with any creature within 100 feet.
-- Sneak Attack (Ex): A kenku can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the kenku is flanking. This stacks with the rogue's sneak attack ability.
-- Evasion (Ex): If a kenku makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If helpless, a kenku does not gain the benefit of evasion.
-- Trapfinding (Ex): A kenku can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A kenku can also use the Disable Device skill to disarm magic traps. A kenku who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with its party) without disarming it.
-- A kenku receives a +4 racial bonus on Disguise, Hide, Listen, Move Silently, Search, Sleight of Hand checks.
-- Automatic Languages: Kenku sign language.
-- Level Adjustment: +4.
 




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