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Monstrous humanoid PC

1390282684

Edited 1390290278
Okay, I'm trying to make a minotaur artificer for the Eberron setting. The ECL rules are a little confusing, but I think I understand that my character would take 6 levels of monstrous humanoid before starting as a level 1 artificer. So I start at level 7, with a +2 level adjustment for xp requirements? So... I'd need to get 45,000 xp to advance to level 8, since that's the requirement for level 10? Did I understand that right? I'm assuming I wouldn't take ability score increases or extra feats like 7 normal levels would. Also, am I done with the +12 bonus to my hit die once I move out of the monstrous class? The rules also said I was to take 3 feats for the monstrous humanoid levels, but I decided to turn them to ones I could use as an artificer, plus the extra feat artificers get for their first level. If that's not okay, is just not having the racial feats fine? I don't think they'd fit with the concept. I also saw that there were only five racial skills, and that these were monstrous class skills, so I'm guessing all the artificer and general skills are cross-class skills, and I marked them accordingly. I also took a couple traits (absent minded and nearsighted) and three flaws (curious, slow to anger and uncontrollable rage). I promise I'm not trying to powergame. if there's any doubt I'd rather err on the side of making her weaker. I'm just very confused by all this and I think half of the rules I'm reading might be somebody's homebrew. Uh.... if someone could look this over and correct it I'd be much appreciative. <a href="http://www.myth-weavers.com/sheetview.php?sheetid=751876" rel="nofollow">http://www.myth-weavers.com/sheetview.php?sheetid=751876</a>
Given that you're not trying to powergame, would you consider making a character using a core race and reflavoring it? That would nullify a lot of your questions.
I dunno. It might be that I'll have to just shelve the concept for now, until I'm more familiar with the rules. I did this a lot (unlikely race-class combos) when I played MUDs, and that was always fun to write, if frustrating to play. Makes for great conflict all around.
Sean A. said: I dunno. It might be that I'll have to just shelve the concept for now, until I'm more familiar with the rules. I did this a lot (unlikely race-class combos) when I played MUDs, and that was always fun to write, if frustrating to play. Makes for great conflict all around. Right, I'm saying you don't need the mechanics for the writing, so if they aren't working out, ditch them.
I think Paul has the right idea here. Table top RPGs are flexible and the rules are not set in stone. If the actual game rules make this character to difficult just homebrew a new version of the race closely modelled on one of the existing core races. This will help keep things balanced while also allowing you to play the fun character you want.
Niall R. said: I think Paul has the right idea here. Table top RPGs are flexible and the rules are not set in stone. If the actual game rules make this character to difficult just homebrew a new version of the race closely modelled on one of the existing core races. This will help keep things balanced while also allowing you to play the fun character you want. Or, don't change anything. I've never seen a fantasy race that was anything but a human with certain traits exaggerated anyway. If there are mechanical things a player thinks they need for some reason, that can make reflavoring difficult but in theory all of those things are supposed to balance out anyway, so it should really be possible for any balanced race to stand in as-is for any other. If you're mechanically human, but narratively a massive minotaur with horns and hooves and hide, think of reasons why those monstrous traits might not really ever come in that useful. Ok, you're big and strong, but not very adroit or outgoing. Your body is a lethal weapon, but you don't have the training or instincts to bring it to bear, or you choose not to for some reason. You're physically tough, but mentally not inured to injury. Whatever. One can make this harder oneself by, say, using the mechanics of a gnome and the story of a minotaur. Half-orc to minotaur might be better, in 3.5. half-orcs are horrible, especially as casters of any kind, but that shouldn't be an issue if powergaming is not the plan. Otherwise, human is always a good baseline.
"Refluffing" or "reflavoring" might be a tough sell to a DM running D&D 3.5e. OP: Try posting your query to this forum here which is a discussion board for previous editions of D&D. It appears to be fairly active, too. The community there should be able to work out the math for you. Here's another option , though character optimization isn't your goal and you might get a lot of feedback along the lines of "don't do it because it's not optimized."
Unless you're really looking for some of those monstrous feats/skills then reskinning a human would be much easier.
Oh, I misunderstood. I thought you were saying to totally remake the character's race. I've never heard of reflavoring before and didn't even know it was an option. I think I've got a good watered-down race now. I took a look at a half-minotaur race I found, as well as half-orc like you suggested. I ended up reducing or eliminating the bonuses and gave her less of an intelligence penalty on the plus side, and reshuffled some abilitity scores. Jones: thanks awfully. I'll ask around, just so I have an alternative if I'm not allowed to do it this way.