Humanoid Races (CBOH)

Basic information on humanoid races can be found in the various Monstrous Compendium™ sets. As the humanoids who become player characters are rare examples of their races, the information that follows (except for rules material) is intended only as a guideline. What may be true of one member of a humanoid race may not be true of another. Individual alignments can vary, as can backgrounds, goals, and motivations.
==How to Read the Entries==
Each entry for a humanoid character type includes the following elements:
Ability Score Adjustments. These modify the ability scores when the humanoid is selected. They are added to or subtracted from the scores rolled. The adjusted ability score is entered on your character sheet.
Ability Score Range. This lists the minimum and maximum ability scores a humanoid character can have when first created. Scores that exceed the maximum or fail to meet the minimum can be adjusted down or up to the limit only if the DM allows it; otherwise a different character type must be chosen.
Of course, over time a character's ability scores may change. Only at the time of a character's creation must the minimums and maximums be adhered to.
Note that the maximum Charisma score is that perceived by other races. A rolled score higher than this has its full effect on members of the character's own race.
Class Restrictions and Level Limits. Which classes are open to the humanoid and how far the character can advance can be found here.
Multiclass options are listed on page 119. In general, a humanoid must have scores of 14 in the prime requisites of both classes to become a multiclass character.
Hit Dice. Humanoid hit dice depend on the class selected. Any special hit point bonus the humanoid receives is listed here. Alignment. The race's typical alignment is listed here. The range of PC options is usually more extensive.
Natural Armor Class. Some humanoid races have a natural armor class which provides protection without the benefit of artificial armor. This rating does not include Dexterity bonuses or penalties.
Generally, protection rated at less than or equal to the natural armor class will provide +1 AC protection. Thus, a lizard man (with a natural armor class of 5) wearing studded leather armor is AC 4. Should the character somehow contrive to have a set of plate mail constructed, it would give him a base AC 3.
Background. This describes the humanoid in general terms, painting a broad picture of the particular race and its members. The player should also detail the character's background in order to fully integrate the character into the campaign. Such additional details are subject to the approval of the DM.
Languages. This section lists the languages which are commonly spoken by the members of a particular race. A character always speaks his native language. Additional languages may be known. It is highly recommended that all humanoid PCs understand common.
If the DM uses the nonweapon proficiency system, additional languages require proficiency slots. A humanoid character's native language does not require a slot. Additional languages do (see Chapter Four: Humanoid Proficiencies). If the DM is not using the nonweapon proficiency system, then the humanoid characters know a specific number of additional languages based upon their Intelligence scores (see Player's Handbook).
Role-Playing Suggestions. This gives a few suggestions on how to role-play a member of this particular race. The players can use these suggestions or ignore them as they see fit.
Special Advantages. This lists any special advantages benefitting the members of a particular humanoid race.
Special Disadvantages. This lists any special disadvantages that hinder the humanoid.
Monstrous Traits. These are the typical traits exhibited by the members of this race. Such traits help distinguish one humanoid race from another.
Optionally, the DM may require humanoid characters to take additional monstrous traits, depending on the number of special advantages the humanoid has (see Chapter Five).
Superstitions (Optional). This section lists sample superstitions that best fit a particular humanoid race.
Proficiencies. The entries for weapon and nonweapon proficiencies list each humanoid race's initial selections. Unless the DM approves another proficiency, or a special kit is taken, PCs of a particular humanoid race must select their initial proficiencies from their lists (proficiencies available through humanoid kits are listed in Chapter Three). When a new proficiency slot is gained by level advancement, the new proficiency can be selected from any weapon or group available to the kit or character class.
Category:CBOH Races