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The Guide To Building Volume II The Design Manual[neverwintervault.org]
Lexicon[www.nwnlexicon.com]
then dip into the NWNUniversity[neverwintervault.org] for other material as specific needs arise.
Have fun :)
Kind of, you can use the SetCreatureAppearanceType function to change the model of a PC and have the PC equip a creature skin to gain the abilities of the creature. There are some limitations, like you can't really change base attributes to reflect racial modifiers (you can grant a bonus or a penalty but they count towards the stack).
You can also try writing your own custom polymorph (like how Wildshape and the Shifter abilities are handled). It's effectively the same approach, but you would be making the effect permanent.
If I wanted to make a module focused around being the monsters on their own adventure, what would be the simpler method to choose? The latter one sounds like something players don't have to retype the code, and I would try something like the Eye of the Beholder campaign where you have an set-up before the intro.
Plus, if everyone starts out as a human I could put armor with racial related buffs, so it wouldn't be too hard to imitate it from what you've shared.
Personally, I prefer the SetCreatureAppearanceType method for simplicity, but, as @wendigo211 said, they amount to much the same thing in the end.
The toolset is pretty straightforward, and once you get started, it doesn't take much time to get to the level where you can make something comparable to the official campaigns in quality and scope. Some non-standard features, such as custom inventory or crafting system, could be trickier, but overall the toolset is much simpler than almost any other toolset in any game I've ever tried.