TEXT: Monsters as Player Characters
  A Basic Fantasy RPG Supplement
  Release 1
  Copyright © 2009 Sidney Parham, 
  Omer Golan-Joel, R. Kevin Smoot, 
  and steveman
  All Rights Reserved
  Distributed under the terms of the 
  Open Game License version 1.0a
  Basic Fantasy Website:  basicfantasy.org
  INTRODUCTION
  This supplement  to the Basic Fantasy Role-Playing Game rule system allows players to play characters of races which 
  are normally monsters.  If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website and 
  download a copy.
  This supplement is intended to be used to give players a 
  chance to play characters of races not typically used for 
  BFRPG, as they are usually known as “monsters” in the 
  campaign world. But perhaps a Resurrection spell was 
  cast, a Polymorph spell became permanent, or a player 
  simply wanted to make a monstrous character. This is 
  their chance!
  NEW CHARACTER RACES
  Bugbear
  Description:  Bugbears  look  like  huge,  hairy  goblins, 
  standing about 6 feet tall; an adult male weighs about 300 
  pounds, with females being about the same height and 
  weight. Their eyes are usually a darkish brown color and 
  they  move  very  quietly.  They  are  wild  and  relatively 
  fearless, but tend to bully other, smaller races mercilessly.
  Restrictions:  Bugbears may become Clerics or Fighters 
  (they may also become Barbarians if Fighter Subclasses 
  are  being  used).  They  must  have  a  minimum  of  13 
  Strength, but can not have any more than 17 Intelligence. 
  Due to their great power, Bugbears start at one level 
  lower than the other members of their party; this makes 
  them unusable for play at first level, but they may fit in 
  with adventuring parties at higher levels.
  Special Abilities: Bugbears start with a hit die one size 
  larger than the rest of their party (Clerics roll a d8 and 
  Fighters  roll  a  d10).  Bugbears  may  move  completely 
  silently, surprising opponents on a 1-3 and giving them 
  the Move Silently ability of a thief three levels higher than 
  their level (a second level Bugbear fighter has the surprise 
  ability of a fifth level thief).
  Saving  Throws:  Bugbears gain a +2 bonus on saving 
  throws  versus  Death  Ray,  Poison,  Paralysis,  and 
  Petrifaction.
  At first level, a Bugbear character will be at the fighting 
  ability of a beginner fighter within their tribe; at third, they 
  will have the status of an average warrior. At fourth level, 
  they will gain the status of a hardened warrior, and at 
  sixth, they will gain the tribal status of a Chieftain.
  Centaur
  Description:  Centaurs  are  a hybrid  between  human 
  and horse; while their lower body is that of a horse, the 
  head and torso of a human occupy the position where a 
  horse's head and neck would normally go. Males of the 
  species are about 7 feet tall, and normally weigh about 
  2,100  pounds,  and  females  are  slightly  smaller  and 
  lighter. Centaurs are wise, but strong; they often teach 
  noble  or  heroic  human  children.  They  are  also  quite 
  proud and honorable, but may look down upon members 
  of lesser races.
  Restrictions:  Centaurs  may  be  Clerics,  Fighters,  or 
  Magic-Users.  They  must  have  minimum  Strength, 
  Intelligence,  Wisdom,  and  Constitution  of  9,  and  can 
  have no more than 17 Dexterity due to their odd body 
  shape. Armor sized for centaurs costs and weighs three 
  times as much due to their unusual body shape. Since 
  centaurs of a certain level are more powerful than other 
  races with the same level, they will start at a level 1 lower 
  than the rest of their party. This makes them unsuitable 
  for play at first level, although they can be played at 
  higher levels at no penalty.
  Special Abilities: Centaurs, due to their horselike body 
  shape, have a base speed of 60' when carrying a light 
  load and 40' when carrying a heavy load. The base light 
  load for a centaur is 300 pounds, and their base heavy 
  load  is  600  pounds.  Centaurs  may  choose  between 
  making 2 natural hoof attacks for 1d6 damage each, or a 
  normal  weapon  attack.  They  may  both  make  2 hoof 
  attacks and a weapon attack (which deals double damage 
  if it is a spear or lance).
  Saving  Throws: Centaurs gain +1 on saving throws 
  versus spells and magic wands, but -1 versus Dragon 
  Breath.
  When starting out, centaurs may have not reached the full 
  combat potential of their race. After they gain fourth level 
  as a fighter (other classes will take longer), they will be 
  accorded the status of a fully grown warrior. If they gain 
  
  A BASIC FANTASY SUPPLEMENT
  MONSTERS AS PLAYER CHARACTERS
  further levels, they will rise in influence and power within 
  their tribe.
  Gnoll
  Description: Gnolls are hyena-headed, evil humanoids 
  that wander in loose tribes. Most gnolls have dirty yellow 
  or reddish brown fur. An adult male gnoll is about 7½ feet 
  tall and weighs 300 pounds.
  Restrictions: Gnolls, due to their savage dispositions, 
  may not have an intelligence score of higher than 15, but 
  must have a Strength and Constitution of at least 9. They 
  may become Fighters (and also Barbarians if that subclass 
  is being used, albeit at a -5% experience penalty), Clerics, 
  and Magic-Users.
  Special Abilities: To be determined...
  Saving  Throws: Gnolls gain a +1 bonus to all saving 
  throws.
  Goblins
  Description: Goblins are small, wicked humanoids that 
  favor ambushes, overwhelming odds, dirty tricks, and any 
  other edge they can devise. An adult goblin stands 3 to 
  3½ feet tall and weighs 40 to 45 pounds. Its eyes are 
  usually bright and crafty-looking, varying in color from red 
  to  yellow.  A  goblin’s  skin  color  ranges  from  yellow 
  through any shade of orange to a deep red; usually all 
  members  of  a  single  tribe  are  about  the  same  color. 
  Goblins  wear clothing of  dark  leather,  tending  toward 
  drab,  soiled-looking  colors.  Goblins  reproduce  quickly 
  and in large quantities but rarely reach an old age; even 
  barring death in combat or from disease, they live on 
  average a mere 50-60 years.
  Restrictions:  Goblins  may  be  Clerics,  Fighters  and 
  Thieves; they may also be Rangers (a Fighter subclass). 
  They are required to have a minimum Dexterity of 9. Due 
  to their small stature and overall laziness, they may not 
  have a Strength or Constitution higher than 16. Goblins 
  never roll larger than six-sided dice (d6) for hit points 
  regardless of class. Goblins may not use Large weapons, 
  and must wield Medium weapons with both hands.
  Special Abilities: When attacked in melee by creatures 
  larger than man-sized, Goblins gain a +2 bonus to their 
  Armor  Class. Goblins  are  also skilled scavengers, and 
  may discover a secret door on a roll of 1-2 rather than 
  just 1 on 1d6. Ordinary goblin warriors of level 1 are too 
  weak and cowardly to go adventuring on their own (they 
  prefer  the  safety  of  numbers),  and  therefore  Goblin 
  adventurers start the game at one level higher than other, 
  more courageous races (for example, if the party starts at 
  level 1, the Goblin will start at level 2).
  Saving Throws: No bonuses.
  Note that at level 2 (game start) you will already play a 
  Goblin "hero" - a veteran of many brawls or ambushes, 
  brave and cunning enough to survive on his own away 
  from the tribe; you'll already have some prestige among 
  your kind at the start of the game. One more level and 
  you'll be a skilled Warrior; at level 5 you could beat a 
  chieftain in one-on-one combat and at level 7 you might 
  be able to defeat the almighty Goblin King!
  Hobgoblin
  Description: Hobgoblins are larger cousins of goblins, 
  being about the same size and weight as humans. Their 
  hair color ranges from dark reddish-brown to dark gray. 
  They have dark orange or red-orange skin. Large males 
  have blue or red noses. Hobgoblins' eyes are yellowish or 
  dark brown, while their teeth are yellow. Their garments 
  tend to be brightly colored, often blood red with black 
  tinted leather. Hobgoblins are very militaristic, keeping 
  their weapons and armor in good condition and always 
  planning military strategy. A healthy hobgoblin might live 
  to the age of 70.
  Restrictions: Hobgoblins must have a minimum score 
  of 9 for intelligence, strength, and constitution, but have 
  no upper limits. Elves are not fond of Hobgoblins (the 
  hatred is mutual) and will attack them whenever possible. 
  Hobgoblins  can  be  Clerics,  Fighters,  Magic-Users,  or 
  Thieves.
  Special Abilities: Hobgoblins always take care to learn 
  the use of weapons, and always are allowed the use of 
  one military weapon of choice (if their class has any such 
  restrictions). Clerical Hobgoblins usually worship a deity 
  that  is  bloodthirsty  enough  to  allow  them  the  use  of 
  Swords  and  Spears.  Also  because  of  their  military 
  prowess, hobgoblin leaders give others of their class or 
  race +1 to morale for every 4 levels they have attained (at 
  first through third level, they gain no bonuses).
  Saving  Throws: Hobgoblins  have  no  saving  throw 
  bonuses.
  Note that at level 1 as a fighter, you will play an average 
  hobgoblin fighter. At level 3, you will gain the tribal status 
  of a Warrior, and at level 5, you may gain prestige equal 
  to a chieftain. At level seven, you will rival Hobgoblin 
  kings in terms of fighting power.
  2
  
  MONSTERS AS PLAYER CHARACTERS
  A BASIC FANTASY SUPPLEMENT
  Kobold
  Description:  Kobolds  are  small,  dogfaced  reptilian 
  humanoids. A kobold is 2 to 2½ feet tall and weighs 35 to 
  45 pounds. Because of their astounding breeding rate, 
  kobolds only live to the age of about 30 years.
  Restrictions: Kobolds must have a Dexterity score of at 
  least 9, and may not have a Strength score higher than 
  17, due to their bad physique. They roll a hit die one 
  smaller than other members  of  the  class  they  choose 
  (Fighters  roll  d6,  Clerics  roll  d4,  and  Sorcerers  and 
  Thieves roll d3, which is simply a d6 halved and rounded 
  up)due  to their small  size  and may become  a Cleric, 
  Fighter, or Thief. If the Old Dungeoneer's Almanac 2008 
  is  being  used,  Kobolds  may  also  become  Sorcerers. 
  Kobolds  may  not  use  Large  weapons  at  all,  and  a 
  Medium weapon requires 2 hands to wield.
  Special Abilities:  Kobolds have an uncanny ability for 
  trap finding  and setting. To reflect this,  they  gain the 
  Remove Traps ability of a thief equal to their character 
  level. Kobold Thieves gain a bonus of 15% to this roll. 
  They may also use this ability to set mechanical traps. 
  Kobolds may find secret doors on a roll of 1-2 on a d6, 
  and are able to hide in a rocky or underground area with 
  70% accuracy so long as they remain still (or gain a +10% 
  bonus to this roll as a thief). Kobolds start one level higher 
  than the rest of their party; they are simply too weak to 
  travel on their own without some experience under their 
  belt.
  Saving  Throws: Kobolds  gain  no  saving  throw 
  bonuses.
  Note that at level 2 Kobold fighters will be given the same 
  tribal status as a Chieftain, and at level 3 you will become 
  as powerful as some kobold kings.
  Lizard Man
  Description: 
  Lizard  Men  are  strong,  lizard-like 
  humanoids (complete with tails!) native to swamps and 
  lakes. A Lizard Man (or Lizard Woman - both sexes are 
  very similar in this race) is usually 6 to 7 feet tall with 
  green, gray, or brown scales. Its tail is used for balance or 
  swimming and is 3 to 4 feet long. Adult males can weigh 
  from 200 to 250 pounds. They are, typically, a bit feral in 
  their attitude, though a few living out of their swamps 
  have easily learned the ways of civilization; they also tend 
  to be proud and loyal to their tribe and their friends.
  Restrictions: Lizard Men may become Clerics, Fighters, 
  Barbarians  or  Rangers  (the  last  two  being  Fighter 
  subclasses).  They  are  required  to  have  a  minimum 
  Strength of 13. Because of their very different body form 
  (namely tail and clawed, swimming-webbed hands and 
  feet), they require special gauntlets, trousers and boots, 
  costing twice their normal price. They often have trouble 
  with wearing magical items of these kinds  (except for 
  magical items that fit themselves to the wearer, or ones 
  made specifically for Lizard Men or similar races.
  Special  Abilities: All  Lizard  Men  are  excellent 
  swimmers, and therefore may hold their breath for a full 
  turn (10 minutes), and unarmored Lizard Men may swim 
  freely and easily with a speed of 40'. Due to their scaly 
  skin, Lizard Men gain a +1 bonus to their Armor Class. 
  They  are  also  well  camouflaged  and  skilled  with 
  ambushing their foes from the cover of water; in a swamp 
  or pool of water, a Lizard Man may surprise an enemy on 
  1-4 on 1d6.
  Saving Throws: No bonuses.
  Note that at level 1 you will play a young, upstart Lizard 
  Man. By level 2 you will equal the combat prowess of 
  most warriors in your tribe; by level 3 you will surpass 
  most of them.
  Orc
  Description: Orcs are grotesque humanoids  bent on 
  war and domination. They have lupine ears, reddish eyes, 
  truncated, upturned noses, and black hair (but very little 
  body hair). An adult male orc is a little over 6 feet tall and 
  weighs about 210 pounds; females are slightly smaller. 
  Orcs prefer wearing vivid colors that many humans would 
  consider unpleasant, such as blood red, mustard yellow, 
  yellow-green, and deep purple.
  Restrictions: Orcs may become members of the Cleric, 
  Fighter and Thief classes. An Orc must have minimum of 
  9  in  Strength  and  Constitution,  and  are  limited  to  a 
  maximum of 17 in Intelligence and Charisma.
  Special  Abilities: Orcs  have  Darkvision  with  a  60' 
  range. They suffer a -1 attack penalty in bright sunlight or 
  within the radius of a spell causing magical light.
  Saving  Throws: Orcs save at +2 vs. Death Ray and 
  Poison.
  Note that at level one, an orc will be equivalent in battle 
  to  most  of  his  orcish  brethren.  At  level  two,  he  will 
  become a hardened warrior. Level four orcs may fight at 
  the level of a tribal chieftan, and at level six, an orcish 
  character may be able to challenge an orc king.
  3
  
  A BASIC FANTASY SUPPLEMENT
  MONSTERS AS PLAYER CHARACTERS
  Troglodyte
  Description:  Troglodytes are very intelligent, lizardlike 
  humanoids. They have large, red eyes and spiny combs 
  on  their  legs,  heads,  and  arms.  They  normally  stand 
  about 5 to 6 feet tall and weigh 150 to 180 pounds. 
  Despite  their seemingly  savage  demeanor,  Troglodytes 
  are actually quite intelligent.
  Restrictions:  Troglodytes  are  allowed  to  become 
  Clerics,  Fighters,  or  Thieves.  They  may  not  have  a 
  Constitution  score  of  less  than  9,  and  must  have  an 
  Intellegence of 13 or greater. They are also required to 
  have  a  maximum  Wisdom  of  15.  Due  to  their  spiny 
  combs, Troglodytes wearing normally made armor suffer 
  a -1 penalty to Armor Class due to inability to use some 
  of the pieces. This penalty can only be erased by buying 
  specially made armor at twice the normal price.
  Special  Abilities: Troglodytes  have  a  chamelionlike 
  ability to change their coloration at will, gaining the Hide 
  ability of a thief with a 50% chance of success (Troglodyte 
  thieves may instead gain a +15% to the same ability). 
  When hidden, a Troglodyte surprises on a 1-5 and gains 
  +2 to attack rolls during the surprise round. They also 
  gain a natural Armor Class of 13 or a +1 bonus (which 
  cancels out their penalty for wearing armor), whichever is 
  better.
  Saving  Throws: Troglodytes gain a +1 bonus on all 
  saving throws.
  Note that at level one you wil play a neophyte troglodyte 
  with little or no experiance. At level two, you will equal an 
  average  warrior  of  your  species.  At  level  four,  you 
  become  a  hardened  warrior  of  your  kind.  Level  six 
  Troglodytes gain enough respect within their society to 
  become a respected leader.
  4
  
  MONSTERS AS PLAYER CHARACTERS
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  Monsters as Player Characters: A Basic Fantasy Supplement (hereinafter “the 
  Supplement”) is based on the System Reference Document v3.5 ("SRD"), which 
  is Open Game Content.    The text of the Open Game License itself is not 
  Open Game Content. Instructions on using the License are provided within the 
  License itself.
  Designation  of Open  Game  Content:   The  entire  text  of the  Supplement 
  (except the Open Game License, as noted above) is Open Game Content, 
  released under the Open Game License, Version 1.0a (reproduced below) as 
  described  in  Section  1(d)  of  the  License.   Artwork  incorporated  in  this 
  document  is  not  Open  Game  Content,  and  remains  the  property  of the 
  copyright holder.
  Designation of Product Identity:  Product identity is not Open Game Content. 
  The following is designated as product identity pursuant to OGL v1.0a(1)(e) 
  and (7): (A) product and product line names, including Basic Fantasy  Role-
  Playing Game, Basic Fantasy RPG, and BFRPG, as well as the phrase “make 
  mine  Basic”;  (B)  all  artwork,  logos,  symbols,  graphic  designs,  depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual representations, including the “eye” logo, which is the personal 
  mark of Chris Gonnerman for his various products, and which is Copyright © 
  2002 Chris Gonnerman, and the “Scribbled Dragon,” which is Copyright © 2005 
  Erik Wilson; (C) logos and trademarks, including any trademark or registered 
  trademark clearly identified as product identity by the owner of the product 
  identity, and which specifically excludes the open game content.
  More information on the Open Game License can be found at:
  http://www.wizards.com/d20
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into 
  other  computer  languages),  potation,  modification,  correction,  addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means  to  reproduce,  license,  rent,  lease,  sell,  broadcast,  publicly  display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to 
  the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by 
  this License, including translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) "Product Identity" means product 
  and product line names, logos and identifying marks including trade dress; 
  artifacts;  creatures  characters;  stories,  storylines,  plots,  thematic  elements, 
  dialogue,  incidents,  language,  artwork,  symbols,  designs,  depictions, 
  likenesses, formats, poses, concepts, themes and graphic, photographic and 
  other visual or audio representations; names and descriptions of characters, 
  spells,  enchantments, personalities,  teams,  personas,  likenesses and special 
  abilities;  places,  locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically  excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products or 
  the  associated  products  contributed  to  the  Open  Game  License  by  the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material of Open 
  Game  Content.  (h)  "You"  or  "Your"  means  the  licensee  in  terms  of  this 
  agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have  sufficient  rights to grant the rights 
  conveyed by this License.
  6.Notice  of  License  Copyright:  You  must  update  the  COPYRIGHT  NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder's name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity.
  8.  Identification:  If  you  distribute  Open  Game  Content  You  must  clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9.  Updating  the  License:  Wizards  or  its  designated  Agents  may  publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware  of  the  breach.  All  sublicenses  shall  survive  the  termination  of  this 
  License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision  shall  be  reformed only  to the extent  necessary  to make  it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, 
  James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
  Monsters as Player Characters:  A Basic Fantasy Supplement Copyright © 2009 
  Sidney Parham, Omer Golan-Joel, R. Kevin Smoot, and steveman.
  END OF LICENSE
  5
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Monsters as Player Characters.pdf