Calculating Ecls: Effect Level Adjustment Modifier
Calculating Ecls: Effect Level Adjustment Modifier
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