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Help with an ECL4 PC Race
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<blockquote data-quote="mattcolville" data-source="post: 1093613" data-attributes="member: 1300"><p>I'm building an ECL4 PC race for my D&D game. It's based on the LA+4 Half Celestial template. I've tried to tone it down since I've added HD, BAB, and Saves, and it still seems to me obviously better than any 4th level PC would be.</p><p></p><p>Presuming it seems obviously better to the rest of you as well, I'm wondering how much I should ratchet it down to get it more in line with a 4th level PC. I'd like to do as little as possible, obviously, because I still want it to be cool and appealing, without completely outstripping all 4th level PCs.</p><p></p><p>I've added BAB (as a cleric) saves and HD. I've thought about A: taking the HD from 4d8 to 4d6 or 3d8, or removing the innate spell abilities based on HD. What does everyone else think?</p><p></p><p><span style="font-size: 12px">Night Elves</span></p><p>“Whenever there is doubt, there is no doubt.”</p><p></p><p>Hit Dice: 4d8</p><p></p><p>Type: Night Elves are no longer native to the material plane and are considered Outsiders</p><p></p><p>Speed: Night Elves have a base movement of 40 ft.</p><p></p><p>Armor Class: +1 natural armor class bonus</p><p></p><p>Base Attack Bonus: +3</p><p></p><p>Special Abilities (Su): A Dark Celestial can use a darkness effect (as the spell) at will.</p><p></p><p>Spell-Like Abilities: A Night Elf with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities depending on its Hit Dice as indicated on the table below. The abilities are cumulative</p><p></p><p>Unless otherwise noted, an ability is usable once per day. Caster level equals the Night Elf’s HD, and the save DC is Charisma-based.</p><p></p><p>HD........Abilities</p><p>1–2......Obscuring Mist 3/day</p><p>3–4......Clairaudience/Clairvoyance</p><p>5–6......Blacklight</p><p>7–8......Armor of Darkness 3/day</p><p>9–10.....Shadow walk</p><p>11–12....Prying Eyes</p><p>13–14....Nightmare</p><p>15–16....Greater Planar Ally</p><p>17–18....Gate</p><p></p><p>Special Qualities: A Night Elf has the following special abilities:</p><p>• Darkvision out to 60 feet.</p><p>• Improved Initiative as the feat</p><p>• Damage reduction: 5/magic.</p><p>• A Night Elf’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p>• Spell resistance equal to creature’s HD + 10 (maximum 35).</p><p>• +4 racial bonus on Fortitude saves against poison.</p><p></p><p>Ability Adjustments: Str +2, Dex +4, Con +2, Int +4, Wis +4, Cha +4.</p><p></p><p>Saves: Night Elves have the following saves: Fort: +2, Ref: +2, Will: +2</p><p></p><p>Skills: A Night Elf begins play with (8+ Int Mod) X 7 skill points. The following skills are considered class-skills for Night Elves, until they take class levels: Concentration, Craft, Escape Artist, Handle Animal, Heal, Knowledge (Religion), Knowledge (The Planes), Listen, Search, Sense Motive, and Spot.</p><p></p><p>Feats: A Night Elf has one feat.</p><p></p><p>Alignment: Always evil (any).</p><p></p><p>Level Adjustment: +4.</p></blockquote><p></p>
[QUOTE="mattcolville, post: 1093613, member: 1300"] I'm building an ECL4 PC race for my D&D game. It's based on the LA+4 Half Celestial template. I've tried to tone it down since I've added HD, BAB, and Saves, and it still seems to me obviously better than any 4th level PC would be. Presuming it seems obviously better to the rest of you as well, I'm wondering how much I should ratchet it down to get it more in line with a 4th level PC. I'd like to do as little as possible, obviously, because I still want it to be cool and appealing, without completely outstripping all 4th level PCs. I've added BAB (as a cleric) saves and HD. I've thought about A: taking the HD from 4d8 to 4d6 or 3d8, or removing the innate spell abilities based on HD. What does everyone else think? [size=3]Night Elves[/size] “Whenever there is doubt, there is no doubt.” Hit Dice: 4d8 Type: Night Elves are no longer native to the material plane and are considered Outsiders Speed: Night Elves have a base movement of 40 ft. Armor Class: +1 natural armor class bonus Base Attack Bonus: +3 Special Abilities (Su): A Dark Celestial can use a darkness effect (as the spell) at will. Spell-Like Abilities: A Night Elf with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities depending on its Hit Dice as indicated on the table below. The abilities are cumulative Unless otherwise noted, an ability is usable once per day. Caster level equals the Night Elf’s HD, and the save DC is Charisma-based. HD........Abilities 1–2......Obscuring Mist 3/day 3–4......Clairaudience/Clairvoyance 5–6......Blacklight 7–8......Armor of Darkness 3/day 9–10.....Shadow walk 11–12....Prying Eyes 13–14....Nightmare 15–16....Greater Planar Ally 17–18....Gate Special Qualities: A Night Elf has the following special abilities: • Darkvision out to 60 feet. • Improved Initiative as the feat • Damage reduction: 5/magic. • A Night Elf’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. • Spell resistance equal to creature’s HD + 10 (maximum 35). • +4 racial bonus on Fortitude saves against poison. Ability Adjustments: Str +2, Dex +4, Con +2, Int +4, Wis +4, Cha +4. Saves: Night Elves have the following saves: Fort: +2, Ref: +2, Will: +2 Skills: A Night Elf begins play with (8+ Int Mod) X 7 skill points. The following skills are considered class-skills for Night Elves, until they take class levels: Concentration, Craft, Escape Artist, Handle Animal, Heal, Knowledge (Religion), Knowledge (The Planes), Listen, Search, Sense Motive, and Spot. Feats: A Night Elf has one feat. Alignment: Always evil (any). Level Adjustment: +4. [/QUOTE]
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