• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Need help on ECLs

Corlon

First Post
I'm about to start a campaign, and I want to know a few ECLs.

I'm using drow and half-celestial and half dragon, and I know that those are +2, +3, and +3, but I'm not sure about a couple races in Minions: Fearsome Foes .

The main races I'm looking at are the Asherake, the Knuk, the Dover, and the Vogel.
The book saysL
Asherake: +5
Knuk: +1
Dover: +0
Vogel: +0
For those of you not familiar with this book, I'll tell you the statistics that are given for these races.

Asherake
Large Monstrous Humanoid
Hit Dice: 6d8+12
Initiative: +8 (+4 Dex, +4 II)
Speed: 30ft., fly 70ft. (average)
AC: 18 (-1 size, +4dex, +2 leather, +3 natural)
Attacks: bastard sword +8/+3, 2 claws +8, 1 bite +6
Damage: BS 1d10+3, claw 1d6+3, bite 1d8+1
Face: 10ft. by 5ft./5ft.
Special Attacks: Snatch
Special Qualities: Scent
Saves: fort +4, Ref +9, Will +5
Abilities: Str 16, Dex 19, Con 14, Int 12, wis 11, cha 13
Skills: Hide +6, Intimidate +7, listen +7, Move silently +6, search +6, spot +7
Feats: FB attack, II, Multiattack
Chalenge rating: 3
Snatch=free grapple from air if hits with both claw attacks.

Knuk
Med size humanoid (feline)
Hite dice: 1d8
Init: +2 (dex)
Speed: 30ft.
AC: 14 (+2 dex, +2 natural)
Attacks: 4 short swords -1, or langbow +0 and 2 daggers +0, or 4 claws +1 and bit -4
Damage:you can figure it out
Face: 5ft. by 5ft./5ft.
Special Qualities: Low-light vision, multidexterity
Saves: fort +0, Ref +4, Will +2
Abilities: Str 12, Dex 15, con 10, Int 10, Wis 14, Cha 11
SKills: listen +4, spot +4, wilderness lore +4
Feats: Multiweapon fighting
CR: 1/2


The dover and the vogel i'm not so worried about, so if you have the book you can comment on them, if not then don't.

What I'm wondering is what bonuses do PCs being these races get, and are these ECLs correct? I thought the Knuk with its 4 arms, and no ability penalties might be a plus two.

Can someone help me out here?
 

log in or register to remove this ad

The knuk shouldn't be allowed in with less than a +4; I think +5 might be fair. Consider:

+2 Str, +4 Dex, +4 Wis; 4 arms

A Rog3 attacks at +3/+3/+3/+3 (1d8+3) or so. Each one of these attacks can be a sneak attack giving 8d6+4d8+12 damage before magic weapons, crits, etc. This averages to 58 damage.

A Rog8 attacks at +8/+3 (1d8+2) or so, averaging 41 damage.

Now, the Rog8 has other advantages - more hit points, better BAB, etc., but raw damage is big. Don't forget the +4 Dex and +4 Wis I didn't factor into my calculation! (If both rogues move to shortswords and Finesse them, the knuk gets even better than the Rog8.)
 


Into the Woods

Remove ads

Top