Creamsteak
Explorer
Creation
Ability Scores
Ability Scores are generated through an Alternative Point Buy method. This method allows ECL adjustments to be trade-offs for lower point values.
ECL+0 Races recieve 60 Points
ECL +1 Races recieve 48 Points
ECL +2 Races recieve 36 Points
ECL +3 Races recieve 30 Points
ECL +4 Races recieve 24 Points
ECL +5 Races recieve 18 Points
ECL +6 Races recieve 12 Points
This kind of adjustment is capped at ECL +6. You can, for instance, take an ECL +6 race, and sacrifice 6 character levels in order to retain a 60 point buy, or sacrifice 2 levels and start with a 24 point buy. Another option is to take an ECL +12 race with a sacrifice of 6 character levels, starting with 12 points. Double check with Creamsteak before deciding on any non-core races.
Races
Players handbook races and many monsters-as-races are options available to the players. There are also a few setting-specific races, and some options that have already been examined. The following material has already been accepted as options for players:
Players Handbook Races
Core Races at These ECLs
The Monster Manual II, at the given ECLs
The Epic Level Handbook, at the given ECLs
The Wild Spellcaster Template from Natural 20's Arcane Mysteries: Wild Spellcraft at +0 ECL
The Psionic Template from the Psionics Handbook at +6 ECL.
Campaign Setting Specific Races: Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Orc, Redguard, and Wood Elf.
Argonian ECL+2. +2 Str, +2 Con, -2 Int. +2d8 HD. +1 base attack. +3 Ref. +5 natural armor. -3 ranks/skill, +6 Jump, +8 Swim, +4 Balance. Multiattack, Immune to Poison, +4 Fortitude Bonus to Resist Disease. Weapon Proficiency.
Breton ECL +1. +2 Wis, +2 Cha. +2 Listen, +2 Spot, +2 Heal, +2 Religion, Spell Resistance 7+Class Level. Casts Light 1/day as a 1st level Sorcerer. Acid, cold, and electricity resistance 5.
Dark Elf ECL +2. +2 Dex, -2 Con, +2 Int, +2 Cha. +2 Listen, +2 Search, +2 Spot. Elf Traits. Spell Resistance 11+Class Level. +2 Racial bonus to Will saves against spells/spell-like abilities. 1/day - dancing lights, darkness, and faerie fire as a 1st level sorcerer. Darkvision 120 feet. Light Blindness. Fire Resistance 5+Class Level, Damage Reduction 1/-.
High Elf ECL +0. -2 Str, +2 Dex, -2 Con, +2 Int. +1 on all Saving Throws. +2 Alchemy, +2 Arcana, +2 Listen, +2 Search, +2 Spellcraft, +2 Spot. Elf Traits. Elf Weapon Proficiencies.+2 Alchemy, +2 Arcana, +2 Spellcraft, +1 to all Saving Throws
Imperial ECL +0. +2 Dex, +2 Int, -2 Cha. +2 Bluff, +2 Diplomacy, +2 Hide, +2 Gather Information. Fire, Cold, and Electricity Resistance 5. 1/day - Charm Person, Darkness as a 1st level sorcerer. +2 Bluff, +2 Diplomacy, Imperial Weapon Proficiency.
Khajiit ECL +0. +2 Con, -2 Cha. +2 Hide, +2 Move Silently, Nezumi Traits (Oriental Adventures). +2 Hide, +2 Jump, +2 Move Silently, +2 Reflex, -2 Will.
Nord ECL +0. 1 extra feat. +2 skill (ranks = level +3). +2 Weaponsmithing, Cold Resistance 5+ Class Level, Nordic Weapon Proficiency.
Orc ECL+0. +4 Str, -2 Int, -2 Wis, -2 Cha. Light Sensitivity. +4 Armorsmithing, Rage 1/day, Orc Armor Proficiency.
Redguard ECL +0. 1 extra feat. +1 skill (max ranks = level + 3). +2 Climb, +2 Jump, +2 Fortitude, +2 Reflex, +10 Speed.
Wood Elf ECL +0. +2 Dex, -2 Int. +2 Listen, +2 Search, +2 Spot. Elf Traits. Elf Weapon Proficiencies. +2 Balance, +2 Tumble, Speak to Plants & Animals 1/day as a 1st level Sorcerer.
Classes
Some important house-rules are in affect concerning ECL. To summarize it simply, all characters -no matter what race or point buy alotment- are still considered to have an exact ECL of 20. How does this work mechanically? Well, first off, the total number of points used for point buy is taken into account for ECL. To demonstrate, the inversion chart is included here. The mechanics for this are as follows:
Point Buy 60 = +0 Point Buy Level
Point Buy 48 = +1 Point Buy Level
Point Buy 36 = +2 Point Buy Level
Point Buy 30 = +3 Point Buy Level
Point Buy 24 = +4 Point Buy Level
Point Buy 18 = +5 Point Buy Level
Point Buy 12 = +6 Point Buy Level
A characters Class Level = CLVL
A characters Racial ECL Modifier = ELVL
A characters Point Buy Level = PLVL
CLVL + ELVL - PLVL = Total Equivelent Character Level (ECL), this should always =20 for a new character
Class Selection: Players Handbook, Psionics, Oriental Adventures have already been OK'd. The alignment restriction of the Paladin has been shifted, a Paladin can be any good alignment. The Multi-classing restriction of the Monk has been lifted. Other material is handled on a case/case basis. Get your progression OK'd before finishing your character.
Prestige Class Selection: Prestige Classes are always handled on a case/case basis. Theme will be considered along with functionality.
We are also using an alternative experience chart. Experience is rewarded normally, however, the leveling is handled on this table:
Characters begin play with 150,000 experience points, putting them just over level 20, and not far from level 21.
Skills
Players Handbook and Psionics Handbook skills are in affect as is. The skill "Use Technological Device" has been added, available to any class that would normally have "Use Psionic Device" or "Use Magic Device" as a class skill. From Oriental Adventures, Iaijutsu Focus is a Restricted Skill, only available to the Samurai and Monk classes.
Feats
The following material is open to Feat selection: Players Handbook, Wizards of the Coast Splatbooks, Arcane Mysteries: Wild Spellcraft, Oriental Adventures, the Psionics Handbook, and the Epic Level Handbook. All other books must be dealt with on a case/case basis.
Equipment
Characters begin play with 800,000 gold pieces worth of equipment. This can be devoted to your worldly resources, or to your actual adventuring gear. It is important to note that the only encumbrance rule in play is that you cannot take more gear than you can carry INTO the dungeon, though you can leave with as much as you find. Note that the only OK'd resources for purchasing equipment will be the Players Handbook, Dungeon Master's Guide, Psionics Handbook, and Oriental Adventures. All other material must be OK'd on a case/case basis.
Magic
Players Handbook, Psionics Handbook, and Oriental Adventures Only. Everything else on a Case/Case basis. Because of the high level of this game, it's not an issue, but this campaign setting is 'Necromancy and Illussion Light' due to a political and religious purging of these schools. Due to the level involved, it's reasonable for you to have broken those rules. Just make sure you get anything unique OK'd first.
Ability Scores
Ability Scores are generated through an Alternative Point Buy method. This method allows ECL adjustments to be trade-offs for lower point values.
ECL+0 Races recieve 60 Points
ECL +1 Races recieve 48 Points
ECL +2 Races recieve 36 Points
ECL +3 Races recieve 30 Points
ECL +4 Races recieve 24 Points
ECL +5 Races recieve 18 Points
ECL +6 Races recieve 12 Points
This kind of adjustment is capped at ECL +6. You can, for instance, take an ECL +6 race, and sacrifice 6 character levels in order to retain a 60 point buy, or sacrifice 2 levels and start with a 24 point buy. Another option is to take an ECL +12 race with a sacrifice of 6 character levels, starting with 12 points. Double check with Creamsteak before deciding on any non-core races.
Code:
Ability Score Point Cost
8 0
9 1
10 2
11 3
12 4
13 5
14 6
15 8
16 10
17 13
18 16
Races
Players handbook races and many monsters-as-races are options available to the players. There are also a few setting-specific races, and some options that have already been examined. The following material has already been accepted as options for players:
Players Handbook Races
Core Races at These ECLs
The Monster Manual II, at the given ECLs
The Epic Level Handbook, at the given ECLs
The Wild Spellcaster Template from Natural 20's Arcane Mysteries: Wild Spellcraft at +0 ECL
The Psionic Template from the Psionics Handbook at +6 ECL.
Campaign Setting Specific Races: Argonian, Breton, Dark Elf, High Elf, Imperial, Khajiit, Nord, Orc, Redguard, and Wood Elf.
Argonian ECL+2. +2 Str, +2 Con, -2 Int. +2d8 HD. +1 base attack. +3 Ref. +5 natural armor. -3 ranks/skill, +6 Jump, +8 Swim, +4 Balance. Multiattack, Immune to Poison, +4 Fortitude Bonus to Resist Disease. Weapon Proficiency.
Breton ECL +1. +2 Wis, +2 Cha. +2 Listen, +2 Spot, +2 Heal, +2 Religion, Spell Resistance 7+Class Level. Casts Light 1/day as a 1st level Sorcerer. Acid, cold, and electricity resistance 5.
Dark Elf ECL +2. +2 Dex, -2 Con, +2 Int, +2 Cha. +2 Listen, +2 Search, +2 Spot. Elf Traits. Spell Resistance 11+Class Level. +2 Racial bonus to Will saves against spells/spell-like abilities. 1/day - dancing lights, darkness, and faerie fire as a 1st level sorcerer. Darkvision 120 feet. Light Blindness. Fire Resistance 5+Class Level, Damage Reduction 1/-.
High Elf ECL +0. -2 Str, +2 Dex, -2 Con, +2 Int. +1 on all Saving Throws. +2 Alchemy, +2 Arcana, +2 Listen, +2 Search, +2 Spellcraft, +2 Spot. Elf Traits. Elf Weapon Proficiencies.+2 Alchemy, +2 Arcana, +2 Spellcraft, +1 to all Saving Throws
Imperial ECL +0. +2 Dex, +2 Int, -2 Cha. +2 Bluff, +2 Diplomacy, +2 Hide, +2 Gather Information. Fire, Cold, and Electricity Resistance 5. 1/day - Charm Person, Darkness as a 1st level sorcerer. +2 Bluff, +2 Diplomacy, Imperial Weapon Proficiency.
Khajiit ECL +0. +2 Con, -2 Cha. +2 Hide, +2 Move Silently, Nezumi Traits (Oriental Adventures). +2 Hide, +2 Jump, +2 Move Silently, +2 Reflex, -2 Will.
Nord ECL +0. 1 extra feat. +2 skill (ranks = level +3). +2 Weaponsmithing, Cold Resistance 5+ Class Level, Nordic Weapon Proficiency.
Orc ECL+0. +4 Str, -2 Int, -2 Wis, -2 Cha. Light Sensitivity. +4 Armorsmithing, Rage 1/day, Orc Armor Proficiency.
Redguard ECL +0. 1 extra feat. +1 skill (max ranks = level + 3). +2 Climb, +2 Jump, +2 Fortitude, +2 Reflex, +10 Speed.
Wood Elf ECL +0. +2 Dex, -2 Int. +2 Listen, +2 Search, +2 Spot. Elf Traits. Elf Weapon Proficiencies. +2 Balance, +2 Tumble, Speak to Plants & Animals 1/day as a 1st level Sorcerer.
Classes
Some important house-rules are in affect concerning ECL. To summarize it simply, all characters -no matter what race or point buy alotment- are still considered to have an exact ECL of 20. How does this work mechanically? Well, first off, the total number of points used for point buy is taken into account for ECL. To demonstrate, the inversion chart is included here. The mechanics for this are as follows:
Point Buy 60 = +0 Point Buy Level
Point Buy 48 = +1 Point Buy Level
Point Buy 36 = +2 Point Buy Level
Point Buy 30 = +3 Point Buy Level
Point Buy 24 = +4 Point Buy Level
Point Buy 18 = +5 Point Buy Level
Point Buy 12 = +6 Point Buy Level
A characters Class Level = CLVL
A characters Racial ECL Modifier = ELVL
A characters Point Buy Level = PLVL
CLVL + ELVL - PLVL = Total Equivelent Character Level (ECL), this should always =20 for a new character
Class Selection: Players Handbook, Psionics, Oriental Adventures have already been OK'd. The alignment restriction of the Paladin has been shifted, a Paladin can be any good alignment. The Multi-classing restriction of the Monk has been lifted. Other material is handled on a case/case basis. Get your progression OK'd before finishing your character.
Prestige Class Selection: Prestige Classes are always handled on a case/case basis. Theme will be considered along with functionality.
We are also using an alternative experience chart. Experience is rewarded normally, however, the leveling is handled on this table:
Code:
1 0
2 750
3 2250
4 4500
5 7500
6 11250
7 15750
8 21000
9 27000
10 33750
11 41250
12 49500
13 58500
14 68250
15 78750
16 90000
17 102000
18 114750
19 128250
20 142500
21 157500
22 173250
23 189750
24 207000
25 225000
26 243750
27 263250
28 283500
29 304500
30 326250
Characters begin play with 150,000 experience points, putting them just over level 20, and not far from level 21.
Skills
Players Handbook and Psionics Handbook skills are in affect as is. The skill "Use Technological Device" has been added, available to any class that would normally have "Use Psionic Device" or "Use Magic Device" as a class skill. From Oriental Adventures, Iaijutsu Focus is a Restricted Skill, only available to the Samurai and Monk classes.
Feats
The following material is open to Feat selection: Players Handbook, Wizards of the Coast Splatbooks, Arcane Mysteries: Wild Spellcraft, Oriental Adventures, the Psionics Handbook, and the Epic Level Handbook. All other books must be dealt with on a case/case basis.
Equipment
Characters begin play with 800,000 gold pieces worth of equipment. This can be devoted to your worldly resources, or to your actual adventuring gear. It is important to note that the only encumbrance rule in play is that you cannot take more gear than you can carry INTO the dungeon, though you can leave with as much as you find. Note that the only OK'd resources for purchasing equipment will be the Players Handbook, Dungeon Master's Guide, Psionics Handbook, and Oriental Adventures. All other material must be OK'd on a case/case basis.
Magic
Players Handbook, Psionics Handbook, and Oriental Adventures Only. Everything else on a Case/Case basis. Because of the high level of this game, it's not an issue, but this campaign setting is 'Necromancy and Illussion Light' due to a political and religious purging of these schools. Due to the level involved, it's reasonable for you to have broken those rules. Just make sure you get anything unique OK'd first.
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