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Help me realize this character (have concept, will travel)
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<blockquote data-quote="Arkhandus" data-source="post: 2141225" data-attributes="member: 13966"><p>Half-ogres are the lowest ECL you'll get for a Large creature, for some reason. I think they're in Savage Species as well, though it's more 3.0 than 3.5, so I dunno if Races of Destiny changed the half-ogre. Hrmm. The 3.0 half-ogre in Savage Species has only a +1 Level Adjustment. They might be a bit strong for that, but not by much. Races of Destiny might've pumped them up though in stats for all I know.</p><p></p><p>There is no CR to LA/ECL calculation, as Challenge Rating measures different things than Level Adjustment. A creature's total hit dice plus Level Adjustment is always at least equal to its Challenge Rating, though, because LA is a measure of both combat power (like with CR) and also character playability and usefulness as a PC.</p><p></p><p>You're considering a clay or iron half-golem? Do you intend for the character to have failed their Will saves against the process, or no? If they failed the Will saves, they'll be Neutral Evil and have Construct traits (including their Constitution score becoming null), but if they succeeded on the Will saves, they will instead retain their original alignment and creature type and gain +4 Constitution. Failing the saves is actually better in terms of power (all those Construct immunities and no-Con immunities), but of course results in a less playable character, generally.</p><p></p><p>I'd suggest the clay half-golem, as the Level Adjustment for it would be less than that of an iron half-golem. For the moment, I'll assume your half-golem managed to retain his mind during the process, and is still humanoid or whatever in type. The clay half-golem's ability score adjustments are worth a +1 Level Adjustment by themselves. Their natural armor and damage reduction of 10/silver are worth another +1 LA, after the balancing factors of their inability to run, loss of any original natural armor, and clay golem magic vulnerabilities (well, the one or two effects that weaken them anyway). I'm making rough estimations here, but they should be fairly accurate when taken together. The Fortitude bonus and clay golem special qualities would be worth another +1 LA at least, then combined with the clay golem's Magic Immunity and wounding attack, probably another +1 LA or so.</p><p></p><p>Overall a clay half-golem should have probably a +4 or +5 Level Adjustment. If using the Savage Species stats for a half-ogre, this should be fair, having no racial hit dice but a +5 or +6 total Level Adjustment and the capacity to progress in class levels as normal for a PC (the half-golem's loss of original natural armor makes the half-ogre definitely fine at +1 LA, if using the Savage Species half-ogre). Probably best if you start at ECL 10 or so, thus having 4 or 5 class levels / hit dice to go with your big Level Adjustment. If the DM's fair, he might go with the total LA of +5 for a half-ogre clay half-golem, considering that you'll be immune to healing magic, won't be repairable (if you lack the Construct type; but at least you could heal naturally if you lack the Construct type), and will have so few hit dice. But a total +6 LA could still be fair, or +7 LA if using the Races of Destiny half-ogre.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2141225, member: 13966"] Half-ogres are the lowest ECL you'll get for a Large creature, for some reason. I think they're in Savage Species as well, though it's more 3.0 than 3.5, so I dunno if Races of Destiny changed the half-ogre. Hrmm. The 3.0 half-ogre in Savage Species has only a +1 Level Adjustment. They might be a bit strong for that, but not by much. Races of Destiny might've pumped them up though in stats for all I know. There is no CR to LA/ECL calculation, as Challenge Rating measures different things than Level Adjustment. A creature's total hit dice plus Level Adjustment is always at least equal to its Challenge Rating, though, because LA is a measure of both combat power (like with CR) and also character playability and usefulness as a PC. You're considering a clay or iron half-golem? Do you intend for the character to have failed their Will saves against the process, or no? If they failed the Will saves, they'll be Neutral Evil and have Construct traits (including their Constitution score becoming null), but if they succeeded on the Will saves, they will instead retain their original alignment and creature type and gain +4 Constitution. Failing the saves is actually better in terms of power (all those Construct immunities and no-Con immunities), but of course results in a less playable character, generally. I'd suggest the clay half-golem, as the Level Adjustment for it would be less than that of an iron half-golem. For the moment, I'll assume your half-golem managed to retain his mind during the process, and is still humanoid or whatever in type. The clay half-golem's ability score adjustments are worth a +1 Level Adjustment by themselves. Their natural armor and damage reduction of 10/silver are worth another +1 LA, after the balancing factors of their inability to run, loss of any original natural armor, and clay golem magic vulnerabilities (well, the one or two effects that weaken them anyway). I'm making rough estimations here, but they should be fairly accurate when taken together. The Fortitude bonus and clay golem special qualities would be worth another +1 LA at least, then combined with the clay golem's Magic Immunity and wounding attack, probably another +1 LA or so. Overall a clay half-golem should have probably a +4 or +5 Level Adjustment. If using the Savage Species stats for a half-ogre, this should be fair, having no racial hit dice but a +5 or +6 total Level Adjustment and the capacity to progress in class levels as normal for a PC (the half-golem's loss of original natural armor makes the half-ogre definitely fine at +1 LA, if using the Savage Species half-ogre). Probably best if you start at ECL 10 or so, thus having 4 or 5 class levels / hit dice to go with your big Level Adjustment. If the DM's fair, he might go with the total LA of +5 for a half-ogre clay half-golem, considering that you'll be immune to healing magic, won't be repairable (if you lack the Construct type; but at least you could heal naturally if you lack the Construct type), and will have so few hit dice. But a total +6 LA could still be fair, or +7 LA if using the Races of Destiny half-ogre. [/QUOTE]
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