Raishoiken
2014-04-04, 10:57 AM
so i plan on trying my hand at DMing here in a little while, and one of my main concerns is expanding on the level adjustment system. we all know that there are many things that were left out of Savage Species that shouldn't have been, so i've tried expanding on it. by all means this isn't the full extent of what i want the finished product to be. i'm looking for critique and suggestions, the list will be edited here and there based on what i find appropriate. all help appreciated. clarification will be given if needed, just ask
(note: mitigation based on higher levels has not been taken into account yet, but it will be in games and hopefully in the list soon, too)
Ability Scores:
per +6 total: +1
per -6 total: -1
Size:
Small and smaller -1
Natural Armor Bonus:
any and per +5: +1
Speed:
Swim: +1
Fly: +1, or +2 if good or perfect maneuverability
Climb: +1
Burrow:
+1 if earth glide(ish)
+1 for every 30ft above 30
Natural Weapons:
+1 if they give the creature more attacks in a round than a fighter (not two-weapon fighter)
+1 if they do more damage than a (normal) martial weapon it could wield in one hand
Reach:
+1 per 5ft above 5ft
Skills:
for every 3 racial skill bonuses: +1
for every +12 to an individual skill: +1
Feats:
for every 3 racial bonus feats: +1
for every racial bonus feat that can be chosen: +1
Ability Score Damage:
+1, +2 if constitution damage
+1 for every 2 die sizes above the size class norm
Poison:
+1, +2 if constitution damage
+1 for every 2 die sizes above the size class norm
spellcasting ability:
above what a normal caster (caster level = HD/class level) can do: +1 for each level above norm
apply for each racial spellcasting class
each extra spellcasting class above the first at norm +1
Breath Weapons:
+1
if deals more damage than ECL appropriate area spell (assuming min +1 for breath weapon), extra +1 or more
deals ability damage (see above)
if has twice or more area of ECL appropriate area spell, +1 or more
constrict: +1, more if excessive damage
damage reduction: +1, +2 if effective against something other than an enhancement bonus
+1 per 5 over 5
Fast Healing:
+1
+1 per 3 healed above 3
Fear ability: +1
Frightful Presence: +1, +1 per 50ft above 100
Gaze: +1
Regeneration:
+2
+1 per 5 above 5
+5 if unpassable
Blindsight:
+1
+0 if blind otherwise
Scent:
+1
spell/power resistance:
for every 3 points above 10+HD: +1
Resistance to Energy:
per energy type +1/2
per 5 points above 5 +1
Improved Grab: +1
Energy Drain: +2, more if needed
Swallow Whole: +2
Trample: +2
turn resistance 6 or higher: +1 or higher
Wish ability: +3
Construct: +1
Elemental: +1
Plant: +1
Undead: +2
Incorporeal subtype: +2
Spell-like/Supernatural abilities: variable
(note: mitigation based on higher levels has not been taken into account yet, but it will be in games and hopefully in the list soon, too)
Ability Scores:
per +6 total: +1
per -6 total: -1
Size:
Small and smaller -1
Natural Armor Bonus:
any and per +5: +1
Speed:
Swim: +1
Fly: +1, or +2 if good or perfect maneuverability
Climb: +1
Burrow:
+1 if earth glide(ish)
+1 for every 30ft above 30
Natural Weapons:
+1 if they give the creature more attacks in a round than a fighter (not two-weapon fighter)
+1 if they do more damage than a (normal) martial weapon it could wield in one hand
Reach:
+1 per 5ft above 5ft
Skills:
for every 3 racial skill bonuses: +1
for every +12 to an individual skill: +1
Feats:
for every 3 racial bonus feats: +1
for every racial bonus feat that can be chosen: +1
Ability Score Damage:
+1, +2 if constitution damage
+1 for every 2 die sizes above the size class norm
Poison:
+1, +2 if constitution damage
+1 for every 2 die sizes above the size class norm
spellcasting ability:
above what a normal caster (caster level = HD/class level) can do: +1 for each level above norm
apply for each racial spellcasting class
each extra spellcasting class above the first at norm +1
Breath Weapons:
+1
if deals more damage than ECL appropriate area spell (assuming min +1 for breath weapon), extra +1 or more
deals ability damage (see above)
if has twice or more area of ECL appropriate area spell, +1 or more
constrict: +1, more if excessive damage
damage reduction: +1, +2 if effective against something other than an enhancement bonus
+1 per 5 over 5
Fast Healing:
+1
+1 per 3 healed above 3
Fear ability: +1
Frightful Presence: +1, +1 per 50ft above 100
Gaze: +1
Regeneration:
+2
+1 per 5 above 5
+5 if unpassable
Blindsight:
+1
+0 if blind otherwise
Scent:
+1
spell/power resistance:
for every 3 points above 10+HD: +1
Resistance to Energy:
per energy type +1/2
per 5 points above 5 +1
Improved Grab: +1
Energy Drain: +2, more if needed
Swallow Whole: +2
Trample: +2
turn resistance 6 or higher: +1 or higher
Wish ability: +3
Construct: +1
Elemental: +1
Plant: +1
Undead: +2
Incorporeal subtype: +2
Spell-like/Supernatural abilities: variable