> This kind of progression allows them to take their ECLs as actual levels instead, which means you can start as a 1st-level gnoll, for instance.
>
> It might be a good idea to add a couple of little goodies to the gnoll to make them a bit better - scent and perhaps a +2 racial bonus on intimidate comes to mind as good choices (they`re actually less scary than halflings, given their charisma penalty).
I think assigning this gnoll an ECL 3 is extremely harsh, even with adding
“a couple of little goodies.” Compare this Gnoll with a 3rd level
Dwarven(PHB) fighter:
ECL 3 Gnoll
+2 Str -2 Int -2 Chr
Darkvision
+2 Str
+2 Con
+1 natural armor
HD 2d8
BAB +1
Fort +3
Refl +0
Will +0
Skill Points: (2+Int) * 6
Proficiencies: Simple weapons, martial weapons, light armor, medium armor,
shields.
The dwarf gains the +2 Con and -2 Chr, already an unbalanced ability score
adjustment according to the DMG. This is actually much better that the
gnoll strength adjustment above (at 1st level) which looks balanced at first
glance. The dwarf is slightly slower at only 20 feet; I`d argue that this
makes up for the abiltiy score adjustment.
Both recieve darkvision. Your Gnoll gets +1 natural armor, whereas the
dwarf gets a +4 dodge bonus against giants and a +1 to hit a particular type
of enemy. I think we could say these benefits are on par. (Im emphasising the strongest possible case for the Gnoll here; I actually think youd need
+2 natural armor bonus to equal +4 vs giants and +1 to hit goblins, but just
for arguments sake, lets continue.)
As a third level fighter, this dwarven fighter gets +3 BAB, +3 Fort, +1
Refl, +1 Will, two bonus feats, and ([2*int]*6) skill points. I think the
gnoll has a better selection of class skills, but the fighter gets
proficiency in heavy armor.
Gnoll Advantages (over Fighter-3):
+4 Str (+2 to hit and damage and athletic skills)
moves at 10 feet faster than a dwarf
Dwarven Fighter(3) Advantages:
Doesn`t have the -2 Int
d10 hit dice instead of d8
An additional hit die
An additional +2 BAB
An additional +1 to Reflex and Will saves
A multitude of other, less relavent, advantages including exclusive
right to Weapon Specialization, bonuses to saves against poison and spell
effects, and quite a few skill checks.
Dwarven Fighter(2) Advantages:
Doesn`t have the -2 Int
d10 hit dice instead of d8
An additional +1 BAB
A multitude of other, less relavent, advantages including exclusive
right to Weapon Specialization, bonuses to saves against poison and spell
effects, and quite a few skill checks.
Gnoll Advantages (over Fighter-2):
+4 Str
moves at 10 feet faster than dwarf
Dwarven Fighter(1) Advantages:
Doesn`t have the -2 Int
d10 hit dice instead of d8
A multitude of other, less relavent, advantages including exclusive
right to Weapon Specialization, bonuses to saves against poison and spell
effects, and quite a few skill checks.
Gnoll Advantages (over Fighter-1):
+4 Str
moves at 10 feet faster than a dwarf
1 additional hit die
+1 Fort saves
Dwarf Advantages:
Doesn`t have the -2 Int
d10 hit dice instead of d8
A multitude of dwarven advantages including bonuses to saves against
poison and spell effects and quite a few skill checks.
Gnoll Advantages (over Dwarf):
+4 Str
2 additional hit dice
+1 BAB
+3 Fort saves
Okay, clearly the Gnoll and Dwarf arent balanced against eachother so the Gnoll needs some kind of ECL. Take a look at the Fighter(1) comparison. For the most part all of this balances against eachother, except for the +4 Str which doesnt have anything to balance with. I`d say the comparison
that comes closest is the Dwarven Fighter(2), though the Dwarven Fighter
still seems like the better choice.
Given that the Dwarven Fighter(3) is so much better than the Gnoll with ECL
3, I`d say that once the extra “goodies” are thrown in, the gnoll, as
written above, should probably be ECL 2.
-Lord Rahvin
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