d20 Type “Classes” in Eclipse: The Codex Persona

   Here’s a quick breakdown of the various d20 SRD “Types” as point-buy “classes” for Eclipse: The Codex Persona. As this breakdown will illustrate, most of them are pretty cruddy classes – which is what made ECL adjustments for them, and books like “Savage Species”, so much of a headache. One racial hit die counted as a level, except for the fact that it didn’t. Monster levels in no way matched levels in a character class. Whenever someone wanted to play a creature type, it took a bunch of special adjustments and you wound up with a unique table for a “racial class” mostly built out of guesswork.

   That doesn’t matter much for most monsters and NPC’s. Their exact level, and the details of how they’re built, rarely come up. Even if someone MUST get into a cooking competition with an expert baker you only need one or two basic numbers.

   For player characters, their companions, and major NPC’s, it matters. Fortunately, in Eclipse, you can simply calculate the value of the various items and spend the rest of the points buying the appropriate special abilities.

Basic Character Point Costs at 20 Racial Hit Dice:

Type

Hit Die

BAB

Saves

Skills

Net

Aberration

80

90

72

46

288

Animal

80

90

90

46

306

Construct

120

90

48

46

304

Dragon

160

120

108

138

526

Elemental

80

90

72

46

288

Fey

40

60

90

138

328

Giant

80

90

72

46

288

Humanoid

80

90

72

46

288

Magical Beast

120

120

90

46

376

Monstrous Humanoid

80

120

90

46

336

Ooze

120

90

48

46

304

Outsider

80

120

108

184

492

Plant

80

90

72

46

288

Undead

160

60

72

92

384

Vermin

80

90

72

46

288

Type Notes:

  • Aberration: Occult Sense (Darkvision, 6 CP), Proficient with All Simple Weapons (3 CP). Level 20 grand total: 297 CP out of 504 CP.
  • Animal: Occult Sense (Low Light Vision, 6 CP). Level 20 grand total: 312 CP out of 504 CP.
  • Construct: No Constitution score, gains bonus HP for size (12 CP). Includes immunity to ability damage [including all poisons], ability drain, energy drain, and effects requiring fortitude saves unless they work on objects or are harmless. Does not breathe, eat, or sleep, cannot tire, and can move, work, or remain alert indefinitely. Cannot be Raised or Reincarnated and are instantly destroyed at 0 HP. 0 CP), Occult Sense (Low-Light Vision, 6 CP), Occult Sense (Darkvision, 6 CP), Immunity (Common/Major/Legendary, Specialized: can only act in accordance with programming. 18 CP) to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), Immunity to things which affect biological processes (Very Common/Major/Legendary, Corrupted: cannot heal naturally; they must be repaired or use other special abilities, 30 CP. This includes paralysis, stunning damage, nonlethal damage, diseases, death effects, critical hits, and necromancy effects). 72 CP. Level 20 grand total of 376 CP out of 504 CP.
  • Dragon: Occult Sense (Darkvision, 6 CP), Occult Sense (Low-Light Vision, 6 CP), Immunity to magical Sleep and Paralysis Effects (Uncommon/Major/Legendary, 24 CP), Proficient with all Simple Weapons (Specialized; only while assuming humanoid form, 1 CP). Level 20 grand total 563 CP out of 504 CP. Rather too expensive, but it would be quite reasonable to limit their hit dice (Specialized: each die makes the user larger, more frightening, and limits both the use of boosting magic items and social interactions). This takes them to 483 CP out of 504 CP.
  • Elemental: Occult Sense (Darkvision, 6 CP), Immunity to things that affect biological structures (poison, sleep effects, paralysis, stunning, critical hits, flanking, eating, breathing, and sleeping. Very common / Major / Legendary. Corrupted: cannot be raised, reincarnated, or resurrected. If they’re slain, they can only be recalled via limited wish, wish, miracle, or true resurrection, 40 CP). Level 20 grand total of 334 CP out of 504 CP.
  • Fey: Occult Sense (Low-Light Vision, 6 CP), Proficient with Simple Weapons (3 CP). Level 20 grand total of 337 CP out of 504 CP.
  • Giant: Occult Sense (Low-Light Vision, 6 CP), Proficient with all Simple and Martial Weapons (9 CP), Proficient with Light, Medium, and Heavy Armor (15 CP) and Shields (3 CP). Level 20 grand total of 321 CP out of 504 CP.
  • Magical Beast: Occult Sense (Darkvision, 6 CP), Occult Sense (Low-Light Vision, 6 CP). Level 20 grand total of 388 CP out of 504 CP.
  • Monstrous Humanoid: Occult Sense (Darkvision, 6 CP), Proficient with all Simple Weapons (3 CP), Proficient with Light and Medium Armor and Shields (12 CP). Level 20 grand total of 357 CP out of 504 CP.
  • Humanoid: Proficient with All Simple Weapons (3 CP). Level 20 grand total of 291 CP out of 504 CP.
  • Outsider: Occult Sense (Darkvision, 6 CP), Proficient with all Simple and Martial Weapons (9 CP). Level 20 grand total 507 CP out of 504 CP. Of course, this version allows Outsiders to be Raised or Resurrected – unless they use that inability as a limitation to reduce the cost of something.

   None of those are particularly efficient designs – but even purchasing things this way doesn’t suffice to use up their character points in most cases. Racial hit dice simply aren’t a good deal in normal d20.

   I may fill in oozes, plants, undead, and vermin later – but I think the point has been made; you don’t need to make guesses in Eclipse: if someone wants to play a monster, just let them go ahead and build the monster. If they’re starting at too low a level to get all of it’s abilities, let them buy what they can – and spend their points as they level up getting the rest of its abilities. Do they want a custom version of a monster? Let them build it. Why not?

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5 Responses

  1. The Construct-Type seems weird… it says it has 48 in Saves and 46 in Skills, but get’s Base Saves of 6 in each (making it 54 CP in Saves) and 40 Skill Points (making it 40 CP in Skills) over 20 levels… Could this be off?

    • It certainly could on the saves: the fact that the same number appears in the “Ooze” listing suggests a math error that got copy-pasted – and I can’t remember any other reason for it. If I don’t in the next few days I’ll try to remember to correct it.

      The skill points are correct however; the 3.0 and 3.5 SRD notes “quadruple skill points for the first Hit Die” for Constructs and Oozes that have intelligence in the first place.

      • Oops, sorry, my mistake then^^°

      • Oh not at all; I haven’t yet thought of a reason for the 6 CP difference in the saving throw cost (so that is probably an error) – and the Pathfinder SRD wouldn’t include the “Quadruple Skill Points at First Level”, so that’s just “You’re looking at a different source”.

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