As far as streamlining special abilities just to run smoother (Since we are on the topic) I was thinking about Lockpicks special ability with energy drain. Its a perfectly find ability, i'm all for it, but I think the execution is a bit cumbersome. It creates a psudo caster level and spell resistance system for overcoming the immunity. That's actually a rather poetic analogy but most such abilities I've seen in D&D tend to work on a system that boils down to "If it doesn't allow a save they get a save, if it allows a save they get a bonus to said save. +5 tends to be a good milestone for the second part."<br/><br/>I believe negative levels usually don't allow a save, so just allow a save at the DC for avoiding permanent level removal before applying them. For the rare spell that applies negative levels and allows a save, if he uses them, give the bonus to the save.  This also helps since boosting DC's exists as a mechanic where increasing caster level vs spell resistance for something that normally ignores spell resistance and isn't actually combating spell resistance is harder. - Reminds me of when I was trying to make Jerion a warlock FoP. Warlocks SLA's are unique in that they use somatic components and since SLA's don't normally have somatic components there is no mechanic for removing them.<br/><br/>Also, it may have been updated since I last checked, but did we even cover how it works with undead? They arent immune to energy drain, it affects them but makes them stronger.