Racial Hit Die vs Class Hit Die


Rules Questions

Sovereign Court

Ok templates refer to the base creature not class hit dice

Situation number 1
so i am a Human Half dragon of 10th lvl Fighter.

Creating a Half-Dragon

“Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature + 2 (minimum 3).

Type: Creature type changes to dragon. Do not recalculate Hit Dice, Base Attack Bonus, or Saving Throws.

Armor Class: Natural Armor bonus improves by +4.

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon's size (see “Natural Attacks” on pages 301–302).

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Con modifier).

Dragon Variety

Breath Weapon

Abilities: Increase from the base creature as follows: Str +8, Con +6, Int +2, Cha +2.

Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.

so is he a CR: 13 because he has no racial hit dice, and by default no racial hit dice a breath weapon of 0d6 and no immunity.
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situation number 2
I am a human half celestial Fighter
Creating a Half-Celestial

“Half-celestial” is an inherited or acquired template that can be added to any living, corporeal creature with an Intelligence score of 4 or more. A half-celestial creature retains the base creature's statistics and special abilities except as noted here.

CR: HD 5 or less, as base creature + 1; HD 6–10, as base creature + 2; HD 11 or more, as base creature + 3.

Alignment: Any good.

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor Class: Natural armor improves by +1.

Defenses/Qualities: It gains darkvision 60 feet; immunity to disease; +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to CR + 11 (maximum 35).

Speed: Unless the base creature flies better, the half-celestial flies at twice the base creature's land speed (good maneuverability).

Special Abilities: A half-celestial gains the following.

Smite Evil (Su): Once per day, as a swift action, the half-celestial can smite evil as a paladin of the same level as its Hit Dice. The smite persists until target is dead or the half-celestial rests.

Spell-Like Abilities: A half-celestial with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities depending on its Hit Dice. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher).

HD

Abilities
1–2: Protection from evil 3/day, bless
3–4: Aid, detect evil
5–6: Cure serious wounds, neutralize poison
7–8: Holy smite, remove disease
9–10: Dispel evil
11–12: Holy word
13–14: Holy aura 3/day, hallow
15–16: Mass charm monster
17–18: Summon monster IX (celestials only)
19–20: Resurrection

Abilities: A half-celestial gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.

Skills: A half-celestial with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's. Skill ranks from class levels are unaffected.

So am i a CR: 11 (human base creature HD 0) or am i a CR higher because of my class giving me HD.

and if the base creature is CR 1 because of having no base HD is the spell abilities likewise penalized or are those higher because of "Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD (or the caster level of the base creature's spell-like abilities, whichever is higher)."


HD can be Racial HD or class levels.
If you are a PC then you still don't have a CR. If the fighter is an NPC then +3 is added to the CR because it has 11 HD.

Sovereign Court

ok hypothetically a PC plays a Templated character i.e. half clestial
lvl 1 fighter he is a F1 but a CR 2 F1 + Cr 1 template.
Said fighter gets to HD 11, because he is Lvl 11, he now has a CR +3? and does this mean he now has the CR of 14 and cant gain levels til the other players' levels mats his cr 14?

more explanation other than a statement is needed for me, as in a visual example

Grand Lodge

The base creature is the creature directly before applying the template. A 10th level human fighter has 10 hit dice and is CR 9.

As a half-dragon with 10 hit dice, he adds +2 to CR and is CR 11. The breath weapon text is odd. I agree that as written, he has a 0 dice breath weapon. I would ignore the word "racial" here.

As a half-celestial, his CR is 11 for the same reason. He has spell-like abilities as a 10 HD creature and uses them at caster level 10, as the ability doesn't specify racial hit dice.

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