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Level adjustment (LA) is a measure of how much more powerful a creature is than other creatures of its Hit Dice. For all three of those functions, use effective character level instead. Use character level for most game functions except awarding experience, determining starting equipment, and determining how much experience the character needs to gain a new level.
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Half-elemental levels do no count as class levels for the purpose of determining character level (the sum of racial Hit Dice and class levels).Ī creature’s effective character level (ECL) is the sum of its racial Hit Dice, level adjustment, and class levels. Each level taken increases the base creature’s ECL by +1. Each level is taken much like a prestige class, except that the character does not gain increased Hit Dice, base attack bonus, base saving throw bonuses, or skill points for taking those levels, nor does the character gain feats or ability score increases as described on Table 3-2 in the Player’s Handbook. These options give players and DMs a great deal of leeway to introduce half-elemental characters into a game.Īny corporeal character with an Intelligence score of 4 or more can take levels in a half-elemental monster class. Still others are artificially created through magical rituals, infusing one’s mundane blood with the power of the planes. Four types of half-elemental are known to exist: flighty half-air elementals, stolid half-earth elementals, explosive half-fire elementals, and mercurial half-water elementals.ĭepending on the combination of parentage and chance, half-elementals might be born with their abilities fully manifested or they might not develop them until later in life.
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Half-elementals are the rare offspring of a native of one of the Elemental Planes and a creature from another plane. Four templates from the Manual of the Planes using the “monster class” system from Savage Species.
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