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melysllew
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18 May 2014, 9:38 am

I'm creating a new character at the moment (most likely a fey type) but I'm not sure of a few things. Before I start, I have the monster manual and player's handbook and a PDF of Savage species and am playing 3.5 edition.

In the usual races (in the player's handbook), the class skills are not mentioned, only with the class (which makes sense). but in the Savage species races, class skills are included. How does this work if you have different class skills with a race and class, or have I read something wrong? I am really confused about this at the moment.

Also, many of the races in Savage species have all the special abilities and stuff that the classes normally have, so do you get both? If so, does this make all of them really OP (like my friends succubus)? And I have the same problem that some of the races have the stats like Base attack bonus, Fort, Ref, and Will saves. which ones do you go for, Race or class??


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SabbraCadabra
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18 May 2014, 11:44 am

I haven't messed with Savage Species, because I think it's a little silly to let players be monsters, but I would assume that picking something from there is basically a race + class put together, and doesn't require choosing a class from the PHB.

I could be wrong, though.


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melysllew
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18 May 2014, 4:07 pm

SabbraCadabra wrote:
I haven't messed with Savage Species, because I think it's a little silly to let players be monsters, but I would assume that picking something from there is basically a race + class put together, and doesn't require choosing a class from the PHB.


I thought that too at first, but it says at the bottom of each species "preferred class".


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stardraigh
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19 May 2014, 7:57 am

The different class skills between race and class work as if you had levels in a class. Take a bugbear for instance. It starts with 3 levels of humanoid. You would treat this as if it had already gone through 3 levels of a class for calculating stats based on information provided in the book such as skill points and hit points.

The next thing to consider is the experience to level a monster. A monster level adjustment is treated just like a template or character race level adjustment for calculating experience to be earned for leveling. The bugbear with a level adjustment of +1 and starting at Level 1 with 0 experience, is effectively starting at 2nd level . It is still treated as a level 1 character. The bugbear has racial hit die but this is ignored for calculating experience required to level. The player would need to have the bugbear char go from 0 experience at the start all the way to the experience required to earn Level 3, but they wouldn't be level 3. They would be level 2.

If you're looking at a monster with a level adjustment of - (hypen/dash), it means it does not have a level adjustment and should be treated like any other base race in the players hand book for how to level up.



The following are pre-built templates for D&D 3.5 that would make the player character/NPC fey. Using one, allows you to have a character that would level up as normal through class and still be a fey without the hassle of making a monster from scratch and figuring out the skills.

Half-Fey - Fiend Folio pg 89 with a +2 LA
Half-Nymph - Dragon Magazine #313 p95 with a +2 LA
Half-Satyr - Dragon Magazine #313 p96 with a +1 LA
Wendigo - Fiend Folio pg 187 with no LA, but a CR of +2. It's infection based so you would have to be bit by a Wendigo to become one. This one is probably to powerful for a DM to just allow someone to have unless it's part of the plot such as a bite from a Wendigo.
Mirage Mullah - Sandstorm pg 177, with a +3 LA, but you're stuck in at the oasis you take cummulative penalties, some of which overtime will kill the character.
Spirit Animal - Frostburn pg 155, No LA. Must be applied to an animal, so this would require the character to be an intelligent animal.


There are also playable races that are already the Fey type:
Domovoi - Frostburn pg 122, +2 LA
Gruwaar - Dragon Magazine pg 317 - No LA
Killoren - Races of the Wild pg 102 - No LA
Pixie - Monster Manual P236 - +4 or +6 LA
Satyr - Monster Manual P219 - +2 LA
Uldra - Frostburn pg 38 - +1 LA


You do get all abilities from the race and classes chosen with a few exceptions. There are templates if you choose them which can remove or cause other abilities, feats, and skill tricks to become unusable.

I'd recommend you download a copy of the D&D 3.5 indexes. You can find them at http://chet.kindredcircle.org or do a search for Chet Erez's d20 index files. They are free and contain more info on things such as spells, items, monsters, class, and race.


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SabbraCadabra
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19 May 2014, 8:07 pm

Okay, I was wrong then =)


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melysllew
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20 May 2014, 4:24 am

stardraigh wrote:
The different class skills between race and class work as if you had levels in a class. Take a bugbear for instance. It starts with 3 levels of humanoid. You would treat this as if it had already gone through 3 levels of a class for calculating stats based on information provided in the book such as skill points and hit points.

The next thing to consider is the experience to level a monster. A monster level adjustment is treated just like a template or character race level adjustment for calculating experience to be earned for leveling. The bugbear with a level adjustment of +1 and starting at Level 1 with 0 experience, is effectively starting at 2nd level . It is still treated as a level 1 character. The bugbear has racial hit die but this is ignored for calculating experience required to level. The player would need to have the bugbear char go from 0 experience at the start all the way to the experience required to earn Level 3, but they wouldn't be level 3. They would be level 2.

If you're looking at a monster with a level adjustment of - (hypen/dash), it means it does not have a level adjustment and should be treated like any other base race in the players hand book for how to level up.



The following are pre-built templates for D&D 3.5 that would make the player character/NPC fey. Using one, allows you to have a character that would level up as normal through class and still be a fey without the hassle of making a monster from scratch and figuring out the skills.

Half-Fey - Fiend Folio pg 89 with a +2 LA
Half-Nymph - Dragon Magazine #313 p95 with a +2 LA
Half-Satyr - Dragon Magazine #313 p96 with a +1 LA
Wendigo - Fiend Folio pg 187 with no LA, but a CR of +2. It's infection based so you would have to be bit by a Wendigo to become one. This one is probably to powerful for a DM to just allow someone to have unless it's part of the plot such as a bite from a Wendigo.
Mirage Mullah - Sandstorm pg 177, with a +3 LA, but you're stuck in at the oasis you take cummulative penalties, some of which overtime will kill the character.
Spirit Animal - Frostburn pg 155, No LA. Must be applied to an animal, so this would require the character to be an intelligent animal.


There are also playable races that are already the Fey type:
Domovoi - Frostburn pg 122, +2 LA
Gruwaar - Dragon Magazine pg 317 - No LA
Killoren - Races of the Wild pg 102 - No LA
Pixie - Monster Manual P236 - +4 or +6 LA
Satyr - Monster Manual P219 - +2 LA
Uldra - Frostburn pg 38 - +1 LA


You do get all abilities from the race and classes chosen with a few exceptions. There are templates if you choose them which can remove or cause other abilities, feats, and skill tricks to become unusable.

I'd recommend you download a copy of the D&D 3.5 indexes. You can find them at http://chet.kindredcircle.org or do a search for Chet Erez's d20 index files. They are free and contain more info on things such as spells, items, monsters, class, and race.


I think I get what you mean, thanks :wink:


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stardraigh
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20 May 2014, 7:40 am

SabbraCadabra wrote:
Okay, I was wrong then =)


No. You're not wrong SabbraCadabra. There was just more to it. You can pick a monster if the DM allows it, and not have it leveled at all beyond adding a hit die each level and then calculating stats based on that.

I played a summoner themed character. Basically a Kobold that was a specialist wizard then prestiged. The most fun I had was when I raped a few monsters we fought with Energons(intangible creeps with touch energy based attacks) I had seven of them move up and surround a vampire, and each do a sonic based touch attack. Then he tried to escape, and I each got a sonic based AOO on him. It was glorious.

But I digress.

In my research for trying to figure out the best monsters to summon. I discovered all of the monster stats were created following very similar/same rules as character creation, except they didn't get a class unless it was outlined in the text. You'll see a monster with some hit point roll like 16D8 +32. That's 16 D8 hit die. The 32 is resultant from having a +2 con mod, which is 32 extra hit points. Same with attacks relying on strength or dex and the corresponding stat modifiers. Feats and some special attacks shown in the monster stats should add up to the character feats at levels 1, 3,6,9,12, etc... The class progression of feats is replaced by having all the nifty abilities. It should be evident which attack roll it is, good(fighter), average(paladin), poor(wizard), and which saves are good or average for the level it's at.



Also as a heads up, if you don't play with them, I might recommend that your group use the following to spice up the game:

Flaws from Unearthed Arcana to get more feats.

There is also the mutations in the D20 future game system which is fully compatible with D&D 3.5.

I'm forgetting the name of the type of feat, but there is a type of feat based on where your character is from. If the DM is up for it, allowing all the chars to take a feat for their homeland gives them a specific feat explained away by their culture. These can be found in the Dragonlance, Forgotten Realms, and Eberron campaign settings. They can be adapted to any home-grown setting by just changing the name.


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SabbraCadabra
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20 May 2014, 8:37 pm

I see...

I still prefer the monsters to be left to the DM @_@ Though I wouldn't mind trying something like Ken St. Andre's Monsters! Monsters! some day...basically all the players take a break from being heroes and play as monsters, trying to wreak havoc on the PC's village/stronghold/etc.


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21 May 2014, 7:52 am

SabbraCadabra wrote:
I see...

I still prefer the monsters to be left to the DM @_@ Though I wouldn't mind trying something like Ken St. Andre's Monsters! Monsters! some day...basically all the players take a break from being heroes and play as monsters, trying to wreak havoc on the PC's village/stronghold/etc.


I did participate in one campaign where we played as evil monsters. I was the only non-monster race character since I chose a Deep Imaskari which is a human from the underdark. I was still evil and a spellcaster. My claim to fame as part of my characters background was summoning a gelatinous ooze into an orphanage after having locked or blockaded the doors. Everyone else was either an anthropomorphic animal, or an outright monster creature. I almost played an Illithid but I don't care for how psionics work in 3.5.


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21 May 2014, 3:48 pm

Apparently Gygax didn't care for psionics either, he was planning on axing them from 2nd Edition (before he got the axe himself).


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