shilsen
Adventurer
The five PCs in my Eberron campaign (see sig) just hit 13th level and I was just wondering how they fall on the power level continuum in comparison to PCs run by other people on ENWorld. Here’s a not-so-short list of some of the rules we have in existence which affect power level:
Character Creation: PCs were created by dividing 80 pts among their stats, with no more than one stat at an 18 and no lower than an 8 before racial levels. So characters were around 36-42 pts on the DMG point buy scale. They’re now slightly lower since all PCs took a permanent -2 to Con while hitting 13th level, so they have 81 pts divided among their stats, plus the extra 24 from the permanent enhancements (see below).
Hit pts: If PCs roll less than 50% on the given hit die, they get the 50% score, i.e. if you roll 1, 2, or 3 on d8, you get 4.
Skill pts: All classes get 2 extra skill pts every level (8 at 1st level). All characters get to pick one class to be a permanent class skill, whatever classes they have or are leveling in.
Feats: Feats are available from the PHB, with feats from the Complete books and the Eberron books being allowed on a case-by-case basis.
Spellcasting: We use the UA spontaneous metamagic rule which lets one spontaneously use each of their metamagic feats thrice daily. The metamagicked spell doesn’t use a higher slot, but cannot be applied to a spell higher than their highest level slot – the feat’s slot adjustment, i.e. someone with access to 6th level spells can empower a spell up to 3rd level, only using a 3rd level slot to do so. This matters a lot, since 4 of the 5 PCs is a primary spellcaster.
Spells available: PHB spells are available, and each character may pick 4 spells from the Spell Compendium per spell level (allowed on a case-by-case basis) to add to their spells known.
Equipment: I generally keep the PCs a little to a lot higher on the equipment scale. At this point, going up to 13th level, the PCs have the following permanent enhancements on each of them (NOT in items): +4 enhancement bonus to all six stats, +4 resistance bonus to saves, +4 enhancement bonus to natural armor, +3 deflection bonus to AC, fast healing 1 (which only kicks in 1 minute after they take damage, so effectively no healing needed between fights if they have enough time). That, ignoring the fast healing and the slotless nature of the enhancements on them, clocks in at 130,000 gp. Besides this, they have 60,000 gp each to spend on items. Each character also has at least one special item, including things like:
* For the wizard/alienist: (1) A necklace that gives him access to every PHB spell of a level that he can cast, with no need for scribing, and (2) a ring that provides the following (3/day, allows spontaneous application of a metamagic feat to a spell up to 3rd lvl; 1/day, it allows spontaneous application of a metamagic feat to a spell up to 6th lvl. The application creates no increase in casting time and the spell still uses the same slot. The metamagic feat must be one of the following: Empower, Energy Substitution (Acid), Enlarge Spell, Extend Spell, Silent Spell. The ring also allows the use of the spells Detect Magic, Prestidigitation and Unseen Servant each 3/day, and provides a +5 competence bonus to Spellcraft checks.)
* For the cleric/paladin/exorcist of the silver flame: An intelligent +1 Holy Ghost Touch Greatsword which can cast Swift Fly on him 2/day and can turn into any weapon at will
* For the druid/hexer: (1) A +1 Keen Shock Starmetal Jovar (exotic greatsword doing 2d6/18-20), which allows use of Whirling Blade 2/day, and (2) an amulet that gives him a +5 to Concentration and Intimidate, as well as allowing him to activate the Roots of the Mountain stance (from Book of Nine Swords) once per encounter as a swift action.
Swashbuckling cards: I originally used action points, but have switched to swashbuckling cards now, of which PCs get three a session. Players can drop 2 cards (which others can contribute) to survive a killing blow/effect and be dropped to stable at -9 hp.
There are a few other rules around, since I’ve generally worked with each PC to modify their class to fit the concept better and allowed individual powerups of some kind or other to them all, but that’s about it.
So, what do you think about the power level of the PCs here? And exactly how Monty Haul am I
?
Clarifier: Obviously I'm not asking if you think my 13th lvl PCs are stronger thand your 5th lvl ones, but rather whether you think they're stronger, weaker or about the same vis-a-vis their given levels. Also, I'm thinking about it on the basis of individual PC power, and not as a group.
And drat - I wanted it to be a multiple choice poll. Oh well!
Character Creation: PCs were created by dividing 80 pts among their stats, with no more than one stat at an 18 and no lower than an 8 before racial levels. So characters were around 36-42 pts on the DMG point buy scale. They’re now slightly lower since all PCs took a permanent -2 to Con while hitting 13th level, so they have 81 pts divided among their stats, plus the extra 24 from the permanent enhancements (see below).
Hit pts: If PCs roll less than 50% on the given hit die, they get the 50% score, i.e. if you roll 1, 2, or 3 on d8, you get 4.
Skill pts: All classes get 2 extra skill pts every level (8 at 1st level). All characters get to pick one class to be a permanent class skill, whatever classes they have or are leveling in.
Feats: Feats are available from the PHB, with feats from the Complete books and the Eberron books being allowed on a case-by-case basis.
Spellcasting: We use the UA spontaneous metamagic rule which lets one spontaneously use each of their metamagic feats thrice daily. The metamagicked spell doesn’t use a higher slot, but cannot be applied to a spell higher than their highest level slot – the feat’s slot adjustment, i.e. someone with access to 6th level spells can empower a spell up to 3rd level, only using a 3rd level slot to do so. This matters a lot, since 4 of the 5 PCs is a primary spellcaster.
Spells available: PHB spells are available, and each character may pick 4 spells from the Spell Compendium per spell level (allowed on a case-by-case basis) to add to their spells known.
Equipment: I generally keep the PCs a little to a lot higher on the equipment scale. At this point, going up to 13th level, the PCs have the following permanent enhancements on each of them (NOT in items): +4 enhancement bonus to all six stats, +4 resistance bonus to saves, +4 enhancement bonus to natural armor, +3 deflection bonus to AC, fast healing 1 (which only kicks in 1 minute after they take damage, so effectively no healing needed between fights if they have enough time). That, ignoring the fast healing and the slotless nature of the enhancements on them, clocks in at 130,000 gp. Besides this, they have 60,000 gp each to spend on items. Each character also has at least one special item, including things like:
* For the wizard/alienist: (1) A necklace that gives him access to every PHB spell of a level that he can cast, with no need for scribing, and (2) a ring that provides the following (3/day, allows spontaneous application of a metamagic feat to a spell up to 3rd lvl; 1/day, it allows spontaneous application of a metamagic feat to a spell up to 6th lvl. The application creates no increase in casting time and the spell still uses the same slot. The metamagic feat must be one of the following: Empower, Energy Substitution (Acid), Enlarge Spell, Extend Spell, Silent Spell. The ring also allows the use of the spells Detect Magic, Prestidigitation and Unseen Servant each 3/day, and provides a +5 competence bonus to Spellcraft checks.)
* For the cleric/paladin/exorcist of the silver flame: An intelligent +1 Holy Ghost Touch Greatsword which can cast Swift Fly on him 2/day and can turn into any weapon at will
* For the druid/hexer: (1) A +1 Keen Shock Starmetal Jovar (exotic greatsword doing 2d6/18-20), which allows use of Whirling Blade 2/day, and (2) an amulet that gives him a +5 to Concentration and Intimidate, as well as allowing him to activate the Roots of the Mountain stance (from Book of Nine Swords) once per encounter as a swift action.
Swashbuckling cards: I originally used action points, but have switched to swashbuckling cards now, of which PCs get three a session. Players can drop 2 cards (which others can contribute) to survive a killing blow/effect and be dropped to stable at -9 hp.
There are a few other rules around, since I’ve generally worked with each PC to modify their class to fit the concept better and allowed individual powerups of some kind or other to them all, but that’s about it.
So, what do you think about the power level of the PCs here? And exactly how Monty Haul am I

Clarifier: Obviously I'm not asking if you think my 13th lvl PCs are stronger thand your 5th lvl ones, but rather whether you think they're stronger, weaker or about the same vis-a-vis their given levels. Also, I'm thinking about it on the basis of individual PC power, and not as a group.
And drat - I wanted it to be a multiple choice poll. Oh well!
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