What ECL for a race with +4 to every ability score?

JPL

Adventurer
I'm kicking around an idea for a campaign involving a subrace of humanity which is Just Plain Better than regular humans. They are modern-day demigods, gifted with extraordinary abilities, ambitions, and passions.

Like the subject says...they get a +4 bonus to each ability score. There will probably be a few other differences [slow aging/increased lifespan among them], but that's the biggee.

So what sort of level adjustment sounds right for such a gifted bunch? The campaign model I have in mind would revolve around a group of these "demigods", but I'd still like some insight as what level a normal Joe would have to be to hang with them.
 

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No other bonuses then +2 (immortality from natural death dosen't effect game much. Depends on other goodies and gifts they are given)
 

Well, let's say for the sake of argument that they only get the +4 and the extended lifespan [probably aging at the same rate as halflings].

I wanted these guys to have super-mojo across the board, but that +4 really does the job without any additional bonuses.
 

Hmm...I was thinking more like +5, but I have to admit, I've never looked that closely into what goes into assigning an ECL...so take my opinion with a grain of salt.

Cedric
 


It depends slightly on whether they get a proper advancement to go with the Level Adjustment. If they don't get a base attack bonus, saves bonus, and hit points for their Level Adjustment levels, then you're looking at no more than LA +2, because the bonuses from higher stats and the penalties from not getting any save bonuses or attack bonuses or hit points easily balance out.

I get this answer by using the super power rules from Four-Color to Fantasy, which gives clear values for super powers, even if these 'super' powers are only bonuses like +1 or +2. The FCTF rules introduce the Hero class, which gets poor BAB, poor saves, and d4 HP, but 8 Hero Points (HrP) per level.

For every +2 modifier to an ability score, you pay 3 HrP, so getting a total of +24 to your ability scores would be worth 36 HrP. Being ageless costs 0 HrP, so that leaves you with 4 HrP to spare if you want them to be an LA +5 race. Let's assume that you decide to give them a +2 natural armor bonus to AC, so that even unarmored they'll still be a match for a man in chainmail. As an LA +5 race, they'd start off with 5d4 HP (modified by Con), a BAB of +2, and a +1 bonus to all saves.

The typical 1st level Fighter of this race (ECL 6) would, using the default array of stats, have Str 20, Dex 17, Con 18, Int 12, Wis 16, Cha 14.

He would have 42 HP, AC 15 in normal clothes, and an attack bonus of +8 with a Greatsword, dealing d12+7 damage. His saves would be Fort +7, Ref +4, Will +4. This is assuming he takes the feats Weapon Focus (greatsword), and four miscellaneous feats.

As comparison, a 6th level human Fighter would have Str 16, Dex 13, Con 14, Int 8, Wis 12, and Cha 10, 45 HP, AC 11 in normal clothes, and an attack bonus of +10 with a Greatsword, dealing d12+6 damage. His saves would be Fort +7, Ref +5, and Will +5. This is assuming he took Weapon Focus (greatsword), Weapon Specialization (greatsword), Iron Will, Lightning Reflexes, and four miscellaneous feats.

Pretty close, I'd say.
 
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(I do not own Savage Species and I don't generally make many new PC races, so this response I from a purely unscientific, min-maxer POV :D )

I would not play this race if it had higher than +2 ECL, if we're only talking +4 to each attribute and various unquantifiable "nice stuff" like long lifespan. The above is sweet, but hardly earth-shattering.
 

One of the factors is that in 3E campaigns can progress very rapidly which negates and benefits from being ageless in comparison to a regular Joe.
 


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