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<blockquote data-quote="EricNoah" data-source="post: 671948" data-attributes="member: 4"><p>Savage Species: Contents </p><p></p><p>Chapter 1 (p. 5-8) -- Character Creation Basics -- Defines terms like Character Level, Challenge Rating, Effective Character Level, Level Adjustment, and Starting ECL. Provides step-by-step overview of creating a monster character. </p><p></p><p>Chapter 2 (p. 9-24) -- Building Monster Characters -- The art and science of building a monster character; breaks monsters into groups such as Introductory (examples: orc, troglodyte, centaur), Intermediate (examples: mephit, ogre mage, troll, hill giant, and templates like half-dragon and half-celestial), and Advanced (examples: dragons, devils, elementals and templates like ghost, lich and vampire) based on how challenging it is going to be to create and balance adventures for them. There are many tables and charts detailing monster name / type / hit dice / level adjustment / starting ECL / skill points for base creature.</p><p></p><p>Chapter 3 (p. 25-28) -- Monster Classes -- This is what we saw in the WotC exerpt online, plus the theory and practice behind how to build your own monster classes. See Appendix 1 for many samples pre-built.</p><p></p><p>Chapter 4 (p. 29-40) -- Feats -- I count about 70 new feats; many are "monstrous" but there are plenty of general feats too. </p><p></p><p>Chapter 5 (p. 41-58) -- Equipment -- Talks about weapon and armor sizes, multiple limbs, new weapons, armor, and special equipment. </p><p></p><p>Chapter 6 (p. 59-72) -- Spells -- What can I say, lots of spells. </p><p></p><p>Chapter 7 (p. 73-100) -- Prestige classes -- Emancipated Spawn, Illithid Savant, Master of Flies, Scaled Horror, Siren, Slaad Brooder, Survivor, Sybil, Waverider, Yuan-Ti Cultist.</p><p></p><p>Chapter 8 (p. 101-104) -- Campaigns -- Presents advice and some campaign models that might feature monstrous PCs.</p><p></p><p>Chapter 9 (p. 105-110) -- Advancing a Monster -- DM tips for beefing up standard monsters for use against PCs.</p><p></p><p>Chapter 10 (p. 111-144) -- Templates -- Detailed instructions for applying templates. New templates: feral, gelatinous, ghost brute, incarnate construct, insectile, monstrous beast, multiheaded, mummified, reptilian, spectral, symbiotic, tauric, umbral, wight, winged, wraith, yuan-ti. Rules for applying multiple templates (which one goes first). Notes on templates from the original MM.</p><p></p><p>Chapter 11 (p. 145-151) -- Becoming a Monster -- Rules for transforming from, say, a human into some monstrous race. </p><p></p><p>Appendix 1 (p. 152-204) -- Sample Monster Classes -- here dey are!</p><p></p><p>Air Elemental, Large</p><p>Annis Hag</p><p>Aranea</p><p>Astral Deva</p><p>Athach</p><p>Avoral</p><p>Azer</p><p>Barghest</p><p>Belker</p><p>Centaur</p><p>Djinni</p><p>Drider</p><p>Earth Elemental, Large</p><p>Efreeti</p><p>Ettercap</p><p>Fire Elemental, Large</p><p>Fire Giant</p><p>Flamebrother Salamander</p><p>Flesh Golem</p><p>Frost Giant</p><p>Ghoul</p><p>Green Hag</p><p>Griffon</p><p>Grig</p><p>Hamatula</p><p>Harpy</p><p>Hound Archon</p><p>Imp</p><p>Janni</p><p>Kyton</p><p>Lillend</p><p>Magmin</p><p>Medusa</p><p>Mind Flayer</p><p>Mummy</p><p>Nixie</p><p>Ogre</p><p>Ogre Mage</p><p>Pixie</p><p>Rakshasa</p><p>Satyr</p><p>Sea Hag</p><p>Shadow</p><p>Stone Giant</p><p>Succubus/Incubus</p><p>Treant</p><p>Triton</p><p>Troll</p><p>Trumpet Archon</p><p>Umber Hulk</p><p>Vrock</p><p>Water Elemental</p><p></p><p>Appendix 2 (p. 205-213) -- Compiled Tables </p><p></p><p>Appendix 3 (p. 214-222) -- New Creatures -- Anthropomorphic animals; Half-ogre race; desmodu, loxo, thri-kreen from MM II. A quick look at the "revised" thri-kreen stats reveals a) they get Weapon Familiarity (a new D&D 3.5 feature meaning they treat the exotic weapons of their race -- the gythka and the chatkcha -- as martial weapons); b) they get a few more skill points than their MMII counterpart.</p></blockquote><p></p>
[QUOTE="EricNoah, post: 671948, member: 4"] Savage Species: Contents Chapter 1 (p. 5-8) -- Character Creation Basics -- Defines terms like Character Level, Challenge Rating, Effective Character Level, Level Adjustment, and Starting ECL. Provides step-by-step overview of creating a monster character. Chapter 2 (p. 9-24) -- Building Monster Characters -- The art and science of building a monster character; breaks monsters into groups such as Introductory (examples: orc, troglodyte, centaur), Intermediate (examples: mephit, ogre mage, troll, hill giant, and templates like half-dragon and half-celestial), and Advanced (examples: dragons, devils, elementals and templates like ghost, lich and vampire) based on how challenging it is going to be to create and balance adventures for them. There are many tables and charts detailing monster name / type / hit dice / level adjustment / starting ECL / skill points for base creature. Chapter 3 (p. 25-28) -- Monster Classes -- This is what we saw in the WotC exerpt online, plus the theory and practice behind how to build your own monster classes. See Appendix 1 for many samples pre-built. Chapter 4 (p. 29-40) -- Feats -- I count about 70 new feats; many are "monstrous" but there are plenty of general feats too. Chapter 5 (p. 41-58) -- Equipment -- Talks about weapon and armor sizes, multiple limbs, new weapons, armor, and special equipment. Chapter 6 (p. 59-72) -- Spells -- What can I say, lots of spells. Chapter 7 (p. 73-100) -- Prestige classes -- Emancipated Spawn, Illithid Savant, Master of Flies, Scaled Horror, Siren, Slaad Brooder, Survivor, Sybil, Waverider, Yuan-Ti Cultist. Chapter 8 (p. 101-104) -- Campaigns -- Presents advice and some campaign models that might feature monstrous PCs. Chapter 9 (p. 105-110) -- Advancing a Monster -- DM tips for beefing up standard monsters for use against PCs. Chapter 10 (p. 111-144) -- Templates -- Detailed instructions for applying templates. New templates: feral, gelatinous, ghost brute, incarnate construct, insectile, monstrous beast, multiheaded, mummified, reptilian, spectral, symbiotic, tauric, umbral, wight, winged, wraith, yuan-ti. Rules for applying multiple templates (which one goes first). Notes on templates from the original MM. Chapter 11 (p. 145-151) -- Becoming a Monster -- Rules for transforming from, say, a human into some monstrous race. Appendix 1 (p. 152-204) -- Sample Monster Classes -- here dey are! Air Elemental, Large Annis Hag Aranea Astral Deva Athach Avoral Azer Barghest Belker Centaur Djinni Drider Earth Elemental, Large Efreeti Ettercap Fire Elemental, Large Fire Giant Flamebrother Salamander Flesh Golem Frost Giant Ghoul Green Hag Griffon Grig Hamatula Harpy Hound Archon Imp Janni Kyton Lillend Magmin Medusa Mind Flayer Mummy Nixie Ogre Ogre Mage Pixie Rakshasa Satyr Sea Hag Shadow Stone Giant Succubus/Incubus Treant Triton Troll Trumpet Archon Umber Hulk Vrock Water Elemental Appendix 2 (p. 205-213) -- Compiled Tables Appendix 3 (p. 214-222) -- New Creatures -- Anthropomorphic animals; Half-ogre race; desmodu, loxo, thri-kreen from MM II. A quick look at the "revised" thri-kreen stats reveals a) they get Weapon Familiarity (a new D&D 3.5 feature meaning they treat the exotic weapons of their race -- the gythka and the chatkcha -- as martial weapons); b) they get a few more skill points than their MMII counterpart. [/QUOTE]
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