Racial Levels Variant

ChimericDream

First Post
I'm putting this here, since it's sort of a separate discussion from my LA vs ECL thread.

Basically, what I'm thinking of doing is separating racial type levels (Fey, Outsider, Giant, etc) from the level adjust of creatures that give specific stats for characters... basically anything that has a detailed racial block in the MM. I think that if a character wants to play an Ogre or Satyr or whatever, they shouldn't have to wait till level 6 or 7 or higher. Each racial type would be separated out into a 1-20 class progression by itself, and characters could choose to take racial levels in their specific type or take levels in actual classes. Honestly, I think this will be more useful for DMs than players, simply because players will not be likely to take many levels in their racial class. However, it would help DMs with monster advancement a bit more, and give them the ability for more variation within some races.

Thoughts, opinions or advice?


I've added everything below. I still have some tweaking to do. For example, some of the creatures have a set amount of damage that needs to be rewritten so it's actually based on the character's ability scores instead of the original MM entry.

I'd love help balancing the LA numbers, though. I don't want to add or remove any abilities, since I want this to simply be an alternate system for using monstrous races for players and NPCs.

Thanks in advance.
 
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Ok. I've got the basic start to my alternate rule set. I took all the monstrous races out of the SRD (at least all the ones with actual stat blocks) and took their racial levels out. At this point, I *know* that some of the LA numbers are way underpowered. Any advice on what some of these should be?

Azer
  • +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, -2 Charisma.
  • Medium size.
  • An azer's base land speed is 30 feet.
  • Darkvision: Azers can see in the dark up to 60 feet.
  • +6 natural armor bonus.
  • Special Attacks: Heat.
  • Special Qualities: Immunity to fire, spell resistance equal to 13 + class levels, vulnerability to cold.
  • Automatic Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran.
  • Favored Class: Fighter.
  • Level adjustment +5.
Heat (Ex): An azer's body is intensely hot, so its unarmed attacks deal extra fire damage (1 point). Its metallic weapons also conduct this heat.
Bugbear
  • +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
  • Medium size.
  • A bugbear's base land speed is 30 feet.
  • +3 natural armor bonus.
  • +4 racial bonus on Move Silently checks.
  • Special Qualities: Darkvision 60 ft., scent.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Rogue.
  • Level adjustment +2.
Centaur
  • +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/5 feet.
  • A centaur's base land speed is 50 feet.
  • Darkvision out to 60 feet.
  • +3 natural armor bonus.
  • Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
  • Favored Class: Ranger.
  • Level adjustment +4.
Doppelganger
  • +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.
  • Medium size.
  • A doppelganger's base land speed is 30 feet.
  • Darkvision: Doppelgangers can see in the dark up to 60 feet.
  • +4 natural armor bonus.
  • +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
  • Special Attacks: Detect thoughts.
  • Special Qualities: Change shape, immunity to sleep and charm effects.
  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
  • Favored Class: Rogue.
  • Level adjustment +6.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 12+Cha mod negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Gargoyle
  • +4 Strength, +4 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma.
  • Medium size.
  • A gargoyle's base land speed is 40 feet. It also has a fly speed of 60 feet (average).
  • Darkvision out to 60 feet.
  • Racial Skills: A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
  • +4 natural armor bonus.
  • Special Qualities: Damage reduction 10/magic, freeze.
  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
  • Favored Class: Fighter.
  • Level adjustment +7.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
Janni
  • +6 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma.
  • Medium size.
  • A janni's base land speed is 30 feet. It also has a fly speed of 20 feet (perfect).
  • Darkvision out to 60 feet.
  • +1 natural armor bonus.
  • Special Attacks: Change size, spell-like abilities.
  • Special Qualities: Elemental endurance, plane shift, resistance to fire 10, telepathy. 100 ft.
  • Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran.
  • Favored Class: Rogue.
  • Level adjustment +7.
Change Size (Sp): Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 12+Cha mod Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Spell-Like Abilities: 3/day—invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.

Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.
Hill Giant
  • +14 Strength, -2 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A hill giant's base land speed is 40 feet.
  • Low-light vision.
  • +9 natural armor bonus.
  • Special Attacks: Rock throwing.
  • Special Qualities: Rock catching.
  • Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +8.
Rock Throwing (Ex): The range increment is 120 feet for a hill giant's thrown rocks.

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Stone Giant
  • +16 Strength, +4 Dexterity, +8 Constitution, +2 Wisdom.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A stone giant’s base land speed is 40 feet.
  • Darkvision out to 60 feet and low-light vision.
  • Racial Skills: A stone giant has a +8 racial bonus on Hide checks in rocky terrain.
  • +11 natural armor bonus.
  • Special Attacks: Rock throwing.
  • Special Qualities: Rock catching.
  • Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +9.
Rock Throwing (Ex): The range increment is 180 feet for a stone giant's thrown rocks. It uses both hands when throwing a rock.

Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Gnoll
  • Strength +4, Constitution +2, Intelligence -2, Charisma -2.
  • Size Medium.
  • A gnoll's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +1 natural armor bonus.
  • Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Ranger.
  • Level adjustment +1.
Grimlock
  • +4 Strength, +2 Dexterity, +2 Constitution, -2 Wisdom, -4 Charisma.
  • Medium size.
  • A grimlock's base land speed is 30 feet.
  • Racial Skills: Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.
  • Weapon Proficiency: A grimlock is automatically proficient with the battleaxe.
  • +4 natural armor bonus.
  • Special Qualities: Blindsight 40 ft., immunities, scent.
  • Automatic Languages: Common, Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon.
  • Favored Class: Barbarian.
  • Level adjustment +3.
Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.

Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock's sense of smell or hearing reduces this ability to normalBlind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.

Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Lizardfolk
  • +2 Strength, +2 Constitution, -2 Intelligence.
  • Medium size.
  • A lizardfolk's base land speed is 30 feet.
  • Racial Skills: Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Special Qualities: Hold breath.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Druid.
  • Level adjustment +2.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Minotaur
  • +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A minotaur's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
  • Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
  • +5 natural armor bonus.
  • Natural Weapons: Gore (1d8).
  • Special Attacks: Powerful charge.
  • Special Qualities: Natural cunning, scent.
  • Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
  • Favored Class: Barbarian.
  • Level adjustment +4.
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack at its highest attack bonus that deals 4d6+(1 1/2 Str mod) points of damage.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Ogre
  • +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • An ogre's base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • +5 natural armor bonus.
  • Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.
  • Favored Class: Barbarian.
  • Level adjustment +4.
Rakshasa
  • +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
  • Medium size.
  • A rakshasa's base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
  • +9 natural armor bonus.
  • Natural Weapons: Bite (1d6) and 2 claws (1d4).
  • Detect Thoughts (Su): The save DC is 12 + the character's Cha modifier.
  • Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa's base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
  • Special Qualities: Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
  • Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
  • Favored Class: Sorcerer.
  • Level adjustment +10.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 7+HD; Will DC 12+Cha mod negates). It can suppress or resume this ability as a free action.
Satyr
  • +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
  • Medium size.
  • A satyr's base land speed is 40 feet.
  • Low-light vision.
  • Racial Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
  • +4 natural armor bonus.
  • Natural Weapons: Head butt (1d6).
  • Special Attacks: Pipes.
  • Special Qualities: Damage reduction 5/cold iron.
  • Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
  • Favored Class: Bard.
  • Level adjustment +4.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 12+Cha mod Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).

In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Scorpionfolk
  • +8 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +4 Wisdom. +4 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/5 feet.
  • A scorpionfolk's base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Fire Resistance 5
  • Spell Resistance 6+HD
  • +6 natural armor bonus.
  • Automatic Languages: Common, Terran. Bonus Languages: any.
  • Favored Class: Ranger.
  • Level adjustment +8.
Trample (Ex): Reflex half DC 16+Str mod. The save DC is Strength-based.

Poison (Ex): A scorpionfolk delivers its poison (Fortitude save DC 17) with each successful sting attack. The initial and secondary damage is 1d4 points of Dexterity damage.

Spell-Like Abilities: 1/day - major image; 2/day - mirror image, Caster level 10th; save DC 12 + spell level.
Troglodyte
  • -2 Dexterity, +4 Constitution, -2 Intelligence.
  • Medium size.
  • A troglodyte's base land speed is 30 feet.
  • Darkvision out to 90 feet.
  • Racial Skills: Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
  • +6 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Special Attacks: Stench.
  • Automatic Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc.
  • Favored Class: Cleric.
  • Level adjustment +3.
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 11+Con mod Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Troll
  • +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A troll's base land speed is 30 feet.
  • Darkvision out to 60 feet and low-light vision.
  • +5 natural armor bonus.
  • Natural Weapons: 2 Claws (1d6) and bite (1d6).
  • Special Attacks: Rend, damage 2d6 + 1 1/2 times Str modifier. Must hit with both claw attacks.
  • Special Qualities: Regeneration 5, scent.
  • Automatic Languages: Giant. Bonus Languages: Common, Orc.
  • Favored Class: Fighter.
  • Level adjustment +7.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+(1 1/2 Str mod) points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
 
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Here are the racial progressions for each creature type.

Aberration
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Aberrations
Level	BAB		Fort	Ref	Will
1	+0		+0	+0	+2
2	+1		+0	+0	+3
3	+2		+1	+1	+3
4	+3		+1	+1	+4
5	+3		+1	+1	+4
6	+4		+2	+2	+5
7	+5		+2	+2	+5
8	+6/+1		+2	+2	+6
9	+6/+1		+3	+3	+6
10	+7/+2		+3	+3	+7
11	+8/+3		+3	+3	+7
12	+9/+4		+4	+4	+8
13	+9/+4		+4	+4	+8
14	+10/+5		+4	+4	+9
15	+11/+6/+1	+5	+5	+9
16	+12/+7/+2	+5	+5	+10
17	+12/+7/+2	+5	+5	+10
18	+13/+8/+3	+6	+6	+11
19	+14/+9/+4	+6	+6	+11
20	+15/+10/+5	+6	+6	+12
Racial Features
An aberration possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet.
  • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
  • Aberrations eat, sleep, and breathe.
Animal
An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Animals
Level	BAB		Fort	Ref	Will
1	+0		+2	+2	+0
2	+1		+3	+3	+0
3	+2		+3	+3	+1
4	+3		+4	+4	+1
5	+3		+4	+4	+1
6	+4		+5	+5	+2
7	+5		+5	+5	+2
8	+6/+1		+6	+6	+2
9	+6/+1		+6	+6	+3
10	+7/+2		+7	+7	+3
11	+8/+3		+7	+7	+3
12	+9/+4		+8	+8	+4
13	+9/+4		+8	+8	+4
14	+10/+5		+9	+9	+4
15	+11/+6/+1	+9	+9	+5
16	+12/+7/+2	+10	+10	+5
17	+12/+7/+2	+10	+10	+5
18	+13/+8/+3	+11	+11	+6
19	+14/+9/+4	+11	+11	+6
20	+15/+10/+5	+12	+12	+6
Racial Features
An animal possesses the following traits (unless otherwise noted in a creature's entry).
  • Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
  • Low-light vision.
  • Alignment: Always neutral.
  • Treasure: None.
  • Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, and the animal receives only ½ its Strength modifier as a damage adjustment.
  • Proficient with no armor unless trained for war.
  • Animals eat, sleep, and breathe.
Construct
A construct is an animated object or artificially constructed creature.

Game Rule Information
Hit Die: d10

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Constructs
Level	BAB		Fort	Ref	Will
1	+0		+0	+0	+0
2	+1		+0	+0	+0
3	+2		+1	+1	+1
4	+3		+1	+1	+1
5	+3		+1	+1	+1
6	+4		+2	+2	+2
7	+5		+2	+2	+2
8	+6/+1		+2	+2	+2
9	+6/+1		+3	+3	+3
10	+7/+2		+3	+3	+3
11	+8/+3		+3	+3	+3
12	+9/+4		+4	+4	+4
13	+9/+4		+4	+4	+4
14	+10/+5		+4	+4	+4
15	+11/+6/+1	+5	+5	+5
16	+12/+7/+2	+5	+5	+5
17	+12/+7/+2	+5	+5	+5
18	+13/+8/+3	+6	+6	+6
19	+14/+9/+4	+6	+6	+6
20	+15/+10/+5	+6	+6	+6
Racial Features
A construct possesses the following traits (unless otherwise noted in a creature's entry).
  • No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.
Code:
Construct Size	Bonus Hit Points
Fine		-
Diminutive	-
Tiny		-
Small		10
Medium		20
Large		30
Huge		40
Gargantuan	60
Colossal	80
Dragon
A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.

Game Rule Information
Hit Die: d12

Class Skills
Skill Points at 1st level: (6 + Int modifier) x4
Skill Points at each additional level: 6 + Int modifier

Code:
Table: Dragons
Level	BAB		Fort	Ref	Will
1	+1		+2	+2	+2
2	+2		+3	+3	+3
3	+3		+3	+3	+3
4	+4		+4	+4	+4
5	+5		+4	+4	+4
6	+6/+1		+5	+5	+5
7	+7/+2		+5	+5	+5
8	+8/+3		+6	+6	+6
9	+9/+4		+6	+6	+6
10	+10/+5		+7	+7	+7
11	+11/+6/+1	+7	+7	+7
12	+12/+7/+2	+8	+8	+8
13	+13/+8/+3	+8	+8	+8
14	+14/+9/+4	+9	+9	+9
15	+15/+10/+5	+9	+9	+9
16	+16/+11/+6/+1	+10	+10	+10
17	+17/+12/+7/+2	+10	+10	+10
18	+18/+13/+8/+3	+11	+11	+11
19	+19/+14/+9/+4	+11	+11	+11
20	+20/+15/+10/+5	+12	+12	+12
Racial Features
A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
  • Darkvision out to 60 feet and low-light vision.
  • Immunity to magic sleep effects and paralysis effects.
  • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with no armor.
  • Dragons eat, sleep, and breathe.
Elemental
An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Elementals
Level	BAB		Fort		Ref		Will
1	+0		(+2)/(+0)	(+2)/(+0)	+0
2	+1		(+3)/(+0)	(+3)/(+0)	+0
3	+2		(+3)/(+1)	(+3)/(+1)	+1
4	+3		(+4)/(+1)	(+4)/(+1)	+1
5	+3		(+4)/(+1)	(+4)/(+1)	+1
6	+4		(+5)/(+2)	(+5)/(+2)	+2
7	+5		(+5)/(+2)	(+5)/(+2)	+2
8	+6/+1		(+6)/(+2)	(+6)/(+2)	+2
9	+6/+1		(+6)/(+3)	(+6)/(+3)	+3
10	+7/+2		(+7)/(+3)	(+7)/(+3)	+3
11	+8/+3		(+7)/(+3)	(+7)/(+3)	+3
12	+9/+4		(+8)/(+4)	(+8)/(+4)	+4
13	+9/+4		(+8)/(+4)	(+8)/(+4)	+4
14	+10/+5		(+9)/(+4)	(+9)/(+4)	+4
15	+11/+6/+1	(+9)/(+5)	(+9)/(+5)	+5
16	+12/+7/+2	(+10)/(+5)	(+10)/(+5)	+5
17	+12/+7/+2	(+10)/(+5)	(+10)/(+5)	+5
18	+13/+8/+3	(+11)/(+6)	(+11)/(+6)	+6
19	+14/+9/+4	(+11)/(+6)	(+11)/(+6)	+6
20	+15/+10/+5	(+12)/(+6)	(+12)/(+6)	+6
Racial Features
An elemental possesses the following traits (unless otherwise noted in a creature's entry).
  • Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).
  • Darkvision out to 60 feet.
  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature - its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not eat, sleep, or breathe.
Fey
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.

Game Rule Information
Hit Die: d6

Class Skills
Skill Points at 1st level: (6 + Int modifier) x4
Skill Points at each additional level: 6 + Int modifier

Code:
Table: Fey
Level	BAB	Fort	Ref	Will
1	+0	+0	+2	+2
2	+1	+0	+3	+3
3	+1	+1	+3	+3
4	+2	+1	+4	+4
5	+2	+1	+4	+4
6	+3	+2	+5	+5
7	+3	+2	+5	+5
8	+4	+2	+6	+6
9	+4	+3	+6	+6
10	+5	+3	+7	+7
11	+5	+3	+7	+7
12	+6/+1	+4	+8	+8
13	+6/+1	+4	+8	+8
14	+7/+2	+4	+9	+9
15	+7/+2	+5	+9	+9
16	+8/+3	+5	+10	+10
17	+8/+3	+5	+10	+10
18	+9/+4	+6	+11	+11
19	+9/+4	+6	+11	+11
20	+10/+5	+6	+12	+12
Racial Features
A fey possesses the following traits (unless otherwise noted in a creature's entry).
  • Low-light vision.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
  • Fey eat, sleep, and breathe.
Giant
A giant is a humanoid-shaped creature of great strength, usually of at least Large size.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Giants
Level	BAB		Fort	Ref	Will
1	+0		+2	+0	+0
2	+1		+3	+0	+0
3	+2		+3	+1	+1
4	+3		+4	+1	+1
5	+3		+4	+1	+1
6	+4		+5	+2	+2
7	+5		+5	+2	+2
8	+6/+1		+6	+2	+2
9	+6/+1		+6	+3	+3
10	+7/+2		+7	+3	+3
11	+8/+3		+7	+3	+3
12	+9/+4		+8	+4	+4
13	+9/+4		+8	+4	+4
14	+10/+5		+9	+4	+4
15	+11/+6/+1	+9	+5	+5
16	+12/+7/+2	+10	+5	+5
17	+12/+7/+2	+10	+5	+5
18	+13/+8/+3	+11	+6	+6
19	+14/+9/+4	+11	+6	+6
20	+15/+10/+5	+12	+6	+6
Racial Features
A giant possesses the following traits (unless otherwise noted in a creature's entry).
  • Low-light vision.
  • Proficient with all simple and martial weapons, as well as any natural weapons.
  • Proficient with whatever type of armor (light, medium or heavy) it is described as wearing, as well as all lighter types. Giants not described as wearing armor are not proficient with armor. Giants are proficient with shields if they are proficient with any form of armor.
  • Giants eat, sleep, and breathe.
Humanoid
A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.

Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.

Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Humanoid
Level	BAB		Fort		Ref		Will
1	+0		(+2)/(+0)	(+2)/(+0)	(+2)/(+0)
2	+1		(+3)/(+0)	(+3)/(+0)	(+3)/(+0)
3	+2		(+3)/(+1)	(+3)/(+1)	(+3)/(+1)
4	+3		(+4)/(+1)	(+4)/(+1)	(+4)/(+1)
5	+3		(+4)/(+1)	(+4)/(+1)	(+4)/(+1)
6	+4		(+5)/(+2)	(+5)/(+2)	(+5)/(+2)
7	+5		(+5)/(+2)	(+5)/(+2)	(+5)/(+2)
8	+6/+1		(+6)/(+2)	(+6)/(+2)	(+6)/(+2)
9	+6/+1		(+6)/(+3)	(+6)/(+3)	(+6)/(+3)
10	+7/+2		(+7)/(+3)	(+7)/(+3)	(+7)/(+3)
11	+8/+3		(+7)/(+3)	(+7)/(+3)	(+7)/(+3)
12	+9/+4		(+8)/(+4)	(+8)/(+4)	(+8)/(+4)
13	+9/+4		(+8)/(+4)	(+8)/(+4)	(+8)/(+4)
14	+10/+5		(+9)/(+4)	(+9)/(+4)	(+9)/(+4)
15	+11/+6/+1	(+9)/(+5)	(+9)/(+5)	(+9)/(+5)
16	+12/+7/+2	(+10)/(+5)	(+10)/(+5)	(+10)/(+5)
17	+12/+7/+2	(+10)/(+5)	(+10)/(+5)	(+10)/(+5)
18	+13/+8/+3	(+11)/(+6)	(+11)/(+6)	(+11)/(+6)
19	+14/+9/+4	(+11)/(+6)	(+11)/(+6)	(+11)/(+6)
20	+15/+10/+5	(+12)/(+6)	(+12)/(+6)	(+12)/(+6)
Racial Features
A humanoid possesses the following traits (unless otherwise noted in a creature's entry).
  • Reflex saves are usually good; a humanoid's good save varies.
  • Proficient with all simple weapons, or by character class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, and sleep.
Magical Beast
Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.

Game Rule Information
Hit Die: d10

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Magical Beasts
Level	BAB		Fort	Ref	Will
1	+1		+2	+2	+0
2	+2		+3	+3	+0
3	+3		+3	+3	+1
4	+4		+4	+4	+1
5	+5		+4	+4	+1
6	+6/+1		+5	+5	+2
7	+7/+2		+5	+5	+2
8	+8/+3		+6	+6	+2
9	+9/+4		+6	+6	+3
10	+10/+5		+7	+7	+3
11	+11/+6/+1	+7	+7	+3
12	+12/+7/+2	+8	+8	+4
13	+13/+8/+3	+8	+8	+4
14	+14/+9/+4	+9	+9	+4
15	+15/+10/+5	+9	+9	+5
16	+16/+11/+6/+1	+10	+10	+5
17	+17/+12/+7/+2	+10	+10	+5
18	+18/+13/+8/+3	+11	+11	+6
19	+19/+14/+9/+4	+11	+11	+6
20	+20/+15/+10/+5	+12	+12	+6
Racial Features
A magical beast possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet and low-light vision.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Magical beasts eat, sleep, and breathe.
Monstrous Humanoid
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Monstrous Humanoid
Level	BAB		Fort	Ref	Will
1	+1		+0	+2	+2
2	+2		+0	+3	+3
3	+3		+1	+3	+3
4	+4		+1	+4	+4
5	+5		+1	+4	+4
6	+6/+1		+2	+5	+5
7	+7/+2		+2	+5	+5
8	+8/+3		+2	+6	+6
9	+9/+4		+3	+6	+6
10	+10/+5		+3	+7	+7
11	+11/+6/+1	+3	+7	+7
12	+12/+7/+2	+4	+8	+8
13	+13/+8/+3	+4	+8	+8
14	+14/+9/+4	+4	+9	+9
15	+15/+10/+5	+5	+9	+9
16	+16/+11/+6/+1	+5	+10	+10
17	+17/+12/+7/+2	+5	+10	+10
18	+18/+13/+8/+3	+6	+11	+11
19	+19/+14/+9/+4	+6	+11	+11
20	+20/+15/+10/+5	+6	+12	+12
Racial Features
A monstrous humanoid possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
  • Monstrous humanoids eat, sleep, and breathe.
Ooze
An ooze is an amorphous or mutable creature, usually mindless.

Game Rule Information
Hit Die: d10

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Oozes
Level	BAB		Fort	Ref	Will
1	+0		+0	+0	+0
2	+1		+0	+0	+0
3	+2		+1	+1	+1
4	+3		+1	+1	+1
5	+3		+1	+1	+1
6	+4		+2	+2	+2
7	+5		+2	+2	+2
8	+6/+1		+2	+2	+2
9	+6/+1		+3	+3	+3
10	+7/+2		+3	+3	+3
11	+8/+3		+3	+3	+3
12	+9/+4		+4	+4	+4
13	+9/+4		+4	+4	+4
14	+10/+5		+4	+4	+4
15	+11/+6/+1	+5	+5	+5
16	+12/+7/+2	+5	+5	+5
17	+12/+7/+2	+5	+5	+5
18	+13/+8/+3	+6	+6	+6
19	+14/+9/+4	+6	+6	+6
20	+15/+10/+5	+6	+6	+6
Racial Features
An ooze possesses the following traits (unless otherwise noted in a creature's entry).
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
  • Not subject to critical hits or flanking.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.
Outsider
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (8 + Int modifier) x4
Skill Points at each additional level: 8 + Int modifier

Code:
Table: Outsiders
Level	BAB		Fort	Ref	Will
1	+1		+2	+2	+2
2	+2		+3	+3	+3
3	+3		+3	+3	+3
4	+4		+4	+4	+4
5	+5		+4	+4	+4
6	+6/+1		+5	+5	+5
7	+7/+2		+5	+5	+5
8	+8/+3		+6	+6	+6
9	+9/+4		+6	+6	+6
10	+10/+5		+7	+7	+7
11	+11/+6/+1	+7	+7	+7
12	+12/+7/+2	+8	+8	+8
13	+13/+8/+3	+8	+8	+8
14	+14/+9/+4	+9	+9	+9
15	+15/+10/+5	+9	+9	+9
16	+16/+11/+6/+1	+10	+10	+10
17	+17/+12/+7/+2	+10	+10	+10
18	+18/+13/+8/+3	+11	+11	+11
19	+19/+14/+9/+4	+11	+11	+11
20	+20/+15/+10/+5	+12	+12	+12
Racial Features
An outsider possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet.
  • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
Plant
This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Plants
Level	BAB		Fort	Ref	Will
1	+0		+2	+0	+0
2	+1		+3	+0	+0
3	+2		+3	+1	+1
4	+3		+4	+1	+1
5	+3		+4	+1	+1
6	+4		+5	+2	+2
7	+5		+5	+2	+2
8	+6/+1		+6	+2	+2
9	+6/+1		+6	+3	+3
10	+7/+2		+7	+3	+3
11	+8/+3		+7	+3	+3
12	+9/+4		+8	+4	+4
13	+9/+4		+8	+4	+4
14	+10/+5		+9	+4	+4
15	+11/+6/+1	+9	+5	+5
16	+12/+7/+2	+10	+5	+5
17	+12/+7/+2	+10	+5	+5
18	+13/+8/+3	+11	+6	+6
19	+14/+9/+4	+11	+6	+6
20	+15/+10/+5	+12	+6	+6
Racial Features
A plant creature possesses the following traits (unless otherwise noted in a creature's entry).
  • Low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Plants breathe and eat, but do not sleep.
Undead
Undead are once-living creatures animated by spiritual or supernatural forces.

Game Rule Information
Hit Die: d12

Class Skills
Skill Points at 1st level: (4 + Int modifier) x4
Skill Points at each additional level: 4 + Int modifier

Code:
Table: Undead
Level	BAB	Fort	Ref	Will
1	+0	+0	+0	+2
2	+1	+0	+0	+3
3	+1	+1	+1	+3
4	+2	+1	+1	+4
5	+2	+1	+1	+4
6	+3	+2	+2	+5
7	+3	+2	+2	+5
8	+4	+2	+2	+6
9	+4	+3	+3	+6
10	+5	+3	+3	+7
11	+5	+3	+3	+7
12	+6/+1	+4	+4	+8
13	+6/+1	+4	+4	+8
14	+7/+2	+4	+4	+9
15	+7/+2	+5	+5	+9
16	+8/+3	+5	+5	+10
17	+8/+3	+5	+5	+10
18	+9/+4	+6	+6	+11
19	+9/+4	+6	+6	+11
20	+10/+5	+6	+6	+12
Racial Features
An undead creature possesses the following traits (unless otherwise noted in a creature's entry).
  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.
Vermin
This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

Game Rule Information
Hit Die: d8

Class Skills
Skill Points at 1st level: (2 + Int modifier) x4
Skill Points at each additional level: 2 + Int modifier

Code:
Table: Vermin
Level	BAB		Fort	Ref	Will
1	+0		+2	+0	+0
2	+1		+3	+0	+0
3	+2		+3	+1	+1
4	+3		+4	+1	+1
5	+3		+4	+1	+1
6	+4		+5	+2	+2
7	+5		+5	+2	+2
8	+6/+1		+6	+2	+2
9	+6/+1		+6	+3	+3
10	+7/+2		+7	+3	+3
11	+8/+3		+7	+3	+3
12	+9/+4		+8	+4	+4
13	+9/+4		+8	+4	+4
14	+10/+5		+9	+4	+4
15	+11/+6/+1	+9	+5	+5
16	+12/+7/+2	+10	+5	+5
17	+12/+7/+2	+10	+5	+5
18	+13/+8/+3	+11	+6	+6
19	+14/+9/+4	+11	+6	+6
20	+15/+10/+5	+12	+6	+6
Racial Features
Vermin possess the following traits (unless otherwise noted in a creature's entry).
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Darkvision out to 60 feet.
  • Proficient with their natural weapons only.
  • Proficient with no armor.
  • Vermin breathe, eat, and sleep.
 
Last edited:


muzick said:
Ok. I've got the basic start to my alternate rule set. I took all the monstrous races out of the SRD (at least all the ones with actual stat blocks) and took their racial levels out. At this point, I *know* that some of the LA numbers are way underpowered. Any advice on what some of these should be?

+1LA per 2HD is probably a good start.

That changes a Minotaur from ECL 8 (2LA + 6HD) to LA +4.

For the Size, attacks and massive stat bonuses that doesn't seem to far off to me.

Stone Giant become LA+11, which may be a bit harsh.

Perhaps a sliding scale then.

+1LA = 2HD
+2LA = 4HD (i.e., 2hd each for the first 2 LA)
+3LA = 7HD
+4LA = 10HD (i.e., 3hd each for the 3rd & 4th LA)
+5LA = 14HD
+6LA = 18HD (i.e., 4hd each for the 5th & 6th LA)

Which makes Minotaur +3 LA and Stone Giant +9 LA.

Hmm, doesn't look too bad.

As of yet this doesn't account for the fact that all HD types are not equal (Dragon HD are almost exactly twice as good as Fey HD, which changes the mechanics of how many LA are needed to offset abilities); but it's probably pretty good for most of the Humanoids & Monstrous Humanoids that players are likely to want to use for their characters.
 
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Well, I'll use your sliding scale and update the post above. Then we'll see what sort of balance it appears to be. It looks far better than anything I would come up with otherwise.
 

Pyrex said:
+1LA per 2HD is probably a good start.

I prefer to use Soldarin's system:
+0.4 per HD for Constructs, Oozes, Plants and Vermin
+0.5 per HD for Abberations, Animals, Beasts, Elementals, Fey, Giants, Humanoids and Undead
+0.6 per HD for Magical Beasts, Monstrous Humanoids and Shapechangers
+0.8 per HD for Dragons and Outsiders.
(This was for 3E, back when the Feats weren't a consistent 1 per 3 levels, etc. It still works well, since Dragon/Outsider HD are worth so much more.)

So if a Minotaur is a 6 HD Monstrous Humanoid of ECL 8, those HD alone are worth 3.6 levels, so the abilities themselves must be worth ~4.4 levels. Call it LA+4 that way.
 

Well, I like the idea of the sliding scale, if only for the fact that it's easier to implement somewhat universally. With the sliding scale, I still got a LA +4 for the minotaur, which I realize is just one example, but it's worth at least trying and seeing how we are with the new LA numbers.
 

The post with the individual races has been updated with new LA modifiers. At first glance, they actually don't look too bad to me, but I'm open to the input of the experts here.
 

Gnoll
Strength +4, Constitution +2, Intelligence -2, Charisma -2.
Size Medium.
A gnoll's base land speed is 30 feet.
Darkvision out to 60 feet.
+1 natural armor bonus.
Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
Favored Class: Ranger.
Level adjustment +2.

I am playing a GNOLL in the RPGA Xen'drik campaign. They dropped the racial hit die.

It is LA +1 and I would have to agree that it plays out about right for balance compared to the LA +0 races.
 

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