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Calculating Ecls: Effect Level Adjustment Modifier

To calculate an ECL (equivalent character level) for a race, tally modifiers from abilities, immunities, natural armor, and other features. Add modifiers and consult tables to determine adjustments. For example, spell-like abilities, energy resistance, and regeneration each add modifiers. Weaknesses like sunlight vulnerability lower the ECL. Ability scores and skill bonuses are also evaluated with positive or negative adjustments. The minimum ECL is the creature's HD.

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0% found this document useful (0 votes)
44 views

Calculating Ecls: Effect Level Adjustment Modifier

To calculate an ECL (equivalent character level) for a race, tally modifiers from abilities, immunities, natural armor, and other features. Add modifiers and consult tables to determine adjustments. For example, spell-like abilities, energy resistance, and regeneration each add modifiers. Weaknesses like sunlight vulnerability lower the ECL. Ability scores and skill bonuses are also evaluated with positive or negative adjustments. The minimum ECL is the creature's HD.

Uploaded by

Joseph Nietubicz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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Calculating ECLs

To find the Equivalent Character Level (ECL) for a race, use the following system. Begin by recording the modifiers for the abilities below.
it !ice" Treat # ! creature as $ ! ones, as this ta%es only creature ! into account. (&ote that a creature's minimum ECL is its number of it !ice.)
Effect Level adjustment modifier
$()
rd
level s*ells a number of times *er day
based on charisma
+$.,- for every s*ell in this range
$()
rd
level s*ells at will +$.- for every s*ell in this range
.
th
(/
th
level s*ells a number of times *er
day based on charisma
+$.-for every s*ell in this range
.
th
(/
th
level s*ells at will +# for every s*ell in this range
0
th
(1
th
level s*ells a number of times *er
day based on charisma
+$.0-for every s*ell in this range
0
th
(1
th
level s*ells at will +#.- for every s*ell in this range
2bility drain +$.- for every ability *oint that can be drained in a single attac%, use the ma3imum amount *ossible, not
counting critical hits.
2bility drain based on ability score +#
2bility drain based on ! +,
2dditional feats +$., for every feat not normally given by class or !
2dditional feats by ! or ability score +$.-
2lways ma3 mana +#, +, if all mana ty*es are ma3ed
2lways ma3imum hit(*oints +#
Blind sight +$.,, +an additional $., for every #$ feet beyond the first #$ feet
Bonus hit *oints +$., for every bonus hit *oint, add +# if it is a bonus for every !
Breath wea*on that increases with ! +#
Creature ty*e Listed under creature ty*e descri*tion
!amage reduction (+$.# for each *oint of damage reduction) + (+$.- for each ste* in magic to overcome damage reduction),
for 4( !5, it is +$.- *er *oint of !5. +# for s*ecial such as 4good
!amage reduction based on con score +$.-
!amage reduction based on ! +#
!eflection bonus +$.- for every +# to 2C
!eflection bonus based on ! +#.-
!eflection bonus equal to charisma
modifier
+#
Energy drain (level drain) +# for every level that can be drained in a single attac%, use the ma3imum amount *ossible, not counting
critical hits.
Energy drain based on ability score +,
Energy drain based on ! +)
Energy resistance, # ty*e +$.$- for each *oint of resistance for energy ty*e (this may a**ly to more than # resistance ty*e)
Energy resistance, 6niversal +$.# for each *oint of resistance
7ast healing +$.- *er *oint of fast healing
7at healing based on ! +#
7ear aura +$.-
7light +#
8eneral combat modifiers (against all
enemies)
+$.# for every +# combat bonus, or *lus +$.- f based on !
8eneral immunity to magic or *sionics +.
8estalting +#
8reater reach than usual for the si9e
category
+$.- for every - feet
8reater s*eed than warranted by si9e +$., for every -$: above base
;mmunity to all energy damage +-
;mmunity to all non(lethal damage +$.-
;mmunity to critical hits +.-
;mmunity to energy ty*e +# for each energy ty*e
;mmunity to handful of s*ells 8enerally +$.,
;mmunity to school of magic +$.- *er school (do not include ad<ustment for sub(schools
;mmunity to sub(school of magic +$.,for each sub(school
;ncor*oreal (*ermanent) +#
;ncor*oreal (manifested) +,
Lower s*eed than warranted by si9e ($., for every -$: below base
=ore attac%s than usual due to e3tra arms,
heads etc
+$., for each additional s*ecial attac%
=ore than one mode of movement (swim,
burrow, etc.)
+$., for every movement ty*e (e3ce*t flight)
&atural armor +$., for every +# to natural armor
&atural 2rmor based on ! +#
&atural armor equal to constitution modifier +$.-
&atural *oison +$.,
5acial dice equivalent to arcane caster
levels
+)
5acial dice equivalent to divine caster +,
levels
5acial dice equivalent to *sionic
manifester levels
+,
5egeneration +-, (# for each ty*e of damage that deals lethal damage (minimum +#)
>aving throw bonus based on ability score +$.-
>aving throw bonuses +$.# *er *oint of bonus
>i9e +# *er si9e category greater than medium or smaller than small.
>maller reach than usual for the si9e
category
($.- for every - feet
>*ell resistance +$.# for every *oint
>*ell resistance based on charisma
modifier
+$.-
>*ell resistance that scales with ! +#
>ubty*es Listed under subty*e descri*tion
>u*er ?owers >ee >u*er ?ower 5ules
Tem*late Listed under tem*late descri*tion
Weaknesses Level adjustment
Can be turned ($.-
Cannot be raised from death ($.,
Cannot use wide range of equi*ment (#
;nability to e3ist in sunlight (#
Light sensitivity ($.,
&o hands ($.-
&o random u*s ()
Ta%e moderate damage in sunlight ($.-
6nusual body sha*e, hard to get armor or
clothes
($.,
@ulnerability to attac% ty*e ($.-
@ulnerability to energy ty*e (#
Ability scores
;n order to determine if ability scores are balanced add all racial modifiers together to get a *ositive or negative number, then consult the chart below.
!o not include a**earance in this calculation.
?ositive modifier +$.# for every *ositive *oint
&egative
modifier
($.# for every negative *oint
Skill Bonuses
!etermine if s%ill bonuses are balanced in the same way you do for ability score bonuses, add u* all racial modifiers to find a *ositive or negative
number, then consult the table below.
?ositive number +$.$- for every *ositive *oint
&egative number ($.$- for every negative *oint

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