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Creating ECL creatures using FCTF !!!
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<blockquote data-quote="FullTinCan" data-source="post: 317340" data-attributes="member: 831"><p>I don't know if this is the appropriate forum to use, or not, but I had a wonderful new use for FCTF.</p><p></p><p>I am using it to create races that have an ECL. For instance, I created a minotaur variant at ECL +3 using the Half-Orc as the base creature.</p><ul> <li data-xf-list-type="ul">+6 Strength, +4 Constitution, -2 Intelligence, -2 Charisma</li> <li data-xf-list-type="ul">Darkvision.</li> <li data-xf-list-type="ul">Medium size (6'9 inches).</li> <li data-xf-list-type="ul">Minotaurs base speed is 30 feet.</li> <li data-xf-list-type="ul">Immunity to maze spells.</li> <li data-xf-list-type="ul">+1 racial bonus to all saving throws.</li> <li data-xf-list-type="ul">+1 racial bonus to hit.</li> <li data-xf-list-type="ul">+2 natural armor bonus to AC.</li> <li data-xf-list-type="ul">+4 racial bonus to Spot and Intimidate.</li> <li data-xf-list-type="ul">Power Attack</li> <li data-xf-list-type="ul">Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.<br /> The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.<br /> When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.<br /> A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.</li> <li data-xf-list-type="ul">Bonus hit points: +9.</li> <li data-xf-list-type="ul">Level adjustment +3.</li> <li data-xf-list-type="ul">Favored Class: Barbarian.</li> </ul><p></p><p>I assumed the following:</p><p>I wanted the Minotaur to be ECL +3.</p><p>So 3 levels of hero, and presto, I have the minotaur.</p><ul> <li data-xf-list-type="ul">Heightened Physical Ability +4 Strength (Cost 6 HrP)</li> <li data-xf-list-type="ul">Heightened Physical Ability +4 Constitution (Cost 6 HrP)</li> <li data-xf-list-type="ul">Scent (Cost 3 HrP)</li> <li data-xf-list-type="ul">+1 Racial bonus to all saves (3rd level Hero's base save bonus)</li> <li data-xf-list-type="ul">+1 Racial bonus to hit (3rd level hero's base attack bonus)</li> <li data-xf-list-type="ul">+9 Hit points (3rd level hero's base hit points, kind of)</li> <li data-xf-list-type="ul">Heightened Defenses +2 Natural Armor bonus to AC (4 HrP)</li> <li data-xf-list-type="ul">Keen Sight +4 Spot (2 HrP)</li> <li data-xf-list-type="ul">Skill Bonus +4 Intimidate (2 HrP)</li> <li data-xf-list-type="ul">Power attack, 3rd level feat</li> </ul><p></p><p>So there you have it. I believe this is a reasonably balanced race, and highlights the very powerful elements of FCTF.</p></blockquote><p></p>
[QUOTE="FullTinCan, post: 317340, member: 831"] I don't know if this is the appropriate forum to use, or not, but I had a wonderful new use for FCTF. I am using it to create races that have an ECL. For instance, I created a minotaur variant at ECL +3 using the Half-Orc as the base creature. [List] [*]+6 Strength, +4 Constitution, -2 Intelligence, -2 Charisma [*]Darkvision. [*]Medium size (6'9 inches). [*]Minotaurs base speed is 30 feet. [*]Immunity to maze spells. [*]+1 racial bonus to all saving throws. [*]+1 racial bonus to hit. [*]+2 natural armor bonus to AC. [*]+4 racial bonus to Spot and Intimidate. [*]Power Attack [*]Scent (Ex): This ability allows the creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed—only its presence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source. A creature with the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. [*]Bonus hit points: +9. [*]Level adjustment +3. [*]Favored Class: Barbarian. [/list] I assumed the following: I wanted the Minotaur to be ECL +3. So 3 levels of hero, and presto, I have the minotaur. [List] [*]Heightened Physical Ability +4 Strength (Cost 6 HrP) [*]Heightened Physical Ability +4 Constitution (Cost 6 HrP) [*]Scent (Cost 3 HrP) [*]+1 Racial bonus to all saves (3rd level Hero's base save bonus) [*]+1 Racial bonus to hit (3rd level hero's base attack bonus) [*]+9 Hit points (3rd level hero's base hit points, kind of) [*]Heightened Defenses +2 Natural Armor bonus to AC (4 HrP) [*]Keen Sight +4 Spot (2 HrP) [*]Skill Bonus +4 Intimidate (2 HrP) [*]Power attack, 3rd level feat [/List] So there you have it. I believe this is a reasonably balanced race, and highlights the very powerful elements of FCTF. [/QUOTE]
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