nightflier
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Llaelian wrote:
If you want to go ninja, I'll trade you for the summoner.Dude, you just made my night. I will totally trade you.
Thri-Kreen Ninja all the frickin' way. You will fear my jump checks!
Sorry, you haven't read that post carefully enough: Only Half-Elves and Half-Orcs are allowed from Tier Two races.
nightflier
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I will add some more classes to the playtest, in the interest of diversity. Any of you may decide to change your choice and play one of these added classes instead:
Soulknife (Psionics Unleashed by Dreamscarred Press)
Warlock (SmiloDan's conversion - I may modify it to better conform to the game world)
Ardwright (A class that is basically converted Eberron Artificer, only better.)
nightflier
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nightflier wrote:Holy crap!Let me first finish a write-up of Half-Elves and Half-Orcs. There are classes that fit them better than Summoner. FYI, the HE have following ability modifiers: +4 Cha, +2 Dex, +2 Int; HO +$ Str, +2 Con, +Wis.
That's why Tier Two races are Tier Two - they are way more powerful than standard ones. I have in-game explanation why HEs and HOs are in that tier. One of the goals of this game is to determine whether T1 and T2 races can mesh in one game effectively.
| Doomed Hero |
Aw. That's just sad. Half elf it is then.
As for race balance, it will depend on the level of the group. In the early game it will matter a lot. The bonuses you have listed will even out with the party's power level by 5th level.
Stats are actually fairly middling when it comes to level adjustment, unless we're talking +6 or more. Supernatural abilities are more significant but only until the level that a regular caster could pick up the spell the ability is based on, at which point it becomes moot. The only things that remain significant over time are actually DR, and Energy Resist, Racial skill bonuses of +4 or greater and Racial Hit Dice (this one's the big one.) Even Spell Resistance is only worth noting if it scales. Static numbers become obsolete surprisingly quickly.
Now depending on how you decide to do it, your Level Adjusted races will go one of two ways-
If you decide to follow the rules in favor of game balance, meaning that a character with a +2ECL would not be allowed in a party of characters of less than third level, and would be operating at two class levels lower than the rest of the group, you'll find that your characters from powerful races are actually weaker than everyone else in the group (this holds especially true for spellcasters). This is because class levels are flat out better than monster abilities and hit dice.
If you decide to go in favor of the intention of the rules rather than the letter, which is to make powerful races more powerful, than they will do exactly as you intend. A 3rd level Drow character will be just slightly more powerful than a 3rd level character from a basic race. This edge will be extremely significant at first and second level, but will become only a slight advantage by 5th and shrug inducing by 10th.
A good rough estimate of when power level evens out is to use Spell Level -1 as a measure. (5th level characters = 3rd level spells. Spell level -1 = two, which means +2 ECL races will be roughly the same in power level as normal races at 5th level) Keep in mind that this is a rough estimate. Some abilities take longer to equalize than others. ECL characters will always have an edge over non-ECL characters of the same level, but as the game numbers increase the gulf caused by that edge shrinks, eventually becoming all but insignificant.
Phew. Didn't mean to rant so long. Sorry.
| Doomed Hero |
I imagine it would mesh like a player that rolled nearly all 18's playing next to a player who rolled average stats.
Pretty much exactly, and as the game's power level increases those stat bonuses matter less. At first level an additional +2 to attack goes a long ways. Less so at 15th.
nightflier
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I will need less time to do a Half-Elf now, since I have already done Humans and only one elven subrace remains to be finished.
Basically, my reasoning for the half-races being in T2 is a process called hybridization, that sometimes occurs in nature or in zoos. Typical example is liger - an offspring of lion and tiger - which is physically larger than both of the parents, but sterile. My proposition is that exactly the same thing would happen with offspring of mixed fantasy races. The thing is extremely rare, though. In NPC cases there is only one percent chance that the mother will conceive and even less chance that the baby will come to term. PCs have much greater chance of being born - ten percent in total.
| Doomed Hero |
Totally off topic Liger rant because they're a hot button of mine
I used to work in a big cat park taking care of and training the cats. I learned an awful lot about the history of big cats and laws and practices surrounding their captivity while I was there.
Ligers are flat out tragic and awful. They are products of man's cruelty and a perfect example of why Can does not equal Should.
Whenever they're brought up I try to educate people about why they are the way they are and what that means because I absolutely *hate* how they've risen in pop culture popularity. (f&~* you Napoleon Dynamite. F@%! you very much)
There is a reason that Tigers and Lions do not breed in the wild even though there are several places where their territories butt up against each other (there were a lot more before the Barbary Lion went extinct). Nature would never screw up that badly. When raised in difficult circumstances and essentially manipulated and abused, people can manage to get them to breed, but the results are heartbreaking.
Lions get their growth instructions that are encoded in their DNA from their male parent. Tigers from the female. When a male lion mates with a female tiger the offspring gets a double dose. That's why Ligers re so big. They grow at an accelerated rate, and they *never* stop.
They have serious health problems because of it. (A lot like the problems Andre the Giant had, actually.) Do you remember having growing pains when you were an adolescent? They happened because your body was growing so quickly that it put stress on your joints. The throbbing was your ligaments slowly tearing away from the bones. Ligers live with that for their *entire lives*.
Also, they have heart problems. Normal cats can live 15-20 years or more in captivity. Ligers rarely make it past 5. They die of heart attacks when they get so big that their hearts cant keep up with the body's demands.
On the flip side, a female lion and a male tiger breeds a creature called a Tigon. They don't have growth instruction. They are stunted creatures who's bodies grow slowly, and all at different rates (one leg might grow faster than another. One side of the ribcage might end up twice the size of the other, ect.)
Because growth instruction is also what determines the rate the brain grows, Tigons are developmentally disabled. (If you google pictures you might be able to tell. they all look a bit like they have Down's Syndrome.) They cannot be trained effectively, they usually have no real memory to speak of and they need constant care. They would never be capable of hunting and would not survive without man. They don't spend their lives in pain like Ligers do, and they live longer, but they are functionally retarded. You can decide for yourself which has the worse existence.
So there you go. This has been your daily dose of education. Hope you enjoyed it, use it how you will.
| Doomed Hero |
Yeah, I was pretty much aware of that. I just chose them as the most well known example of hybrids. Anyway, in this setting first generation hybrids inherit the best abilities of both parents, but they are (mostly) sterile and extremely rare.
No problem. I have no problem with fantasy half breeds, or any interpretation of how they turn out. Ligers just set me off because so many people are ignorant and fanboyish.
Looking forward to seeing the half elf write up and how you've modified the Ninja.
| Kratzee |
Kratzee wrote:That's why Tier Two races are Tier Two - they are way more powerful than standard ones. I have in-game explanation why HEs and HOs are in that tier. One of the goals of this game is to determine whether T1 and T2 races can mesh in one game effectively.nightflier wrote:Holy crap!Let me first finish a write-up of Half-Elves and Half-Orcs. There are classes that fit them better than Summoner. FYI, the HE have following ability modifiers: +4 Cha, +2 Dex, +2 Int; HO +$ Str, +2 Con, +Wis.
Actually I just realized I read it wrong. I thought the half elf was getting a +4 Cha, +2 Dex, +2 Int, +4 Str, +2 Con and +1 Wis. I saw the HO +$ and thought it was a typo and filled in the gaps. Now I just realized that HO is the half orc and the $ was a typo for 4. Derr.
nightflier
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nightflier wrote:Yeah, I was pretty much aware of that. I just chose them as the most well known example of hybrids. Anyway, in this setting first generation hybrids inherit the best abilities of both parents, but they are (mostly) sterile and extremely rare.No problem. I have no problem with fantasy half breeds, or any interpretation of how they turn out. Ligers just set me off because so many people are ignorant and fanboyish.
Looking forward to seeing the half elf write up and how you've modified the Ninja.
Mechanically, the Ninja won't be any different than Paizo's version. I'm just gonna change the fluff, so they will not be called Ninja but Assassins. When I write fluff for Elves and Humans, you will be able to create your background.
nightflier
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Mark Thomas 66 wrote:Which would be 14,10,12,15,14,18 pretty damn good especially for a cavalier/houndmaster4d6
4d6
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If you wish, you can choose to play one of these other classes:
Soulknife (Psionics Unleashed by Dreamscarred Press)
Warlock (SmiloDan's conversion - I may modify it to better conform to the game world)
Ardwright (A class that is basically converted Eberron Artificer, only better.)
nightflier
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I think that I'll start the game at level five. I'm gonna add crunch for Shadar elves today and for Half-Elves. Then we'll see if anyone is interested in other T1 races and I'll add short description of them. In just a few sentances, Servitors are basically Warforged (+2 Str, +2 Con, +2 Int) and Iluminati are basically Kalashtar (+2 Dex, +2 Wis, +2 Cha).
| Llaelian |
I think that I'll start the game at level five. I'm gonna add crunch for Shadar elves today and for Half-Elves. Then we'll see if anyone is interested in other T1 races and I'll add short description of them. In just a few sentances, Servitors are basically Warforged (+2 Str, +2 Con, +2 Int) and Iluminati are basically Kalashtar (+2 Dex, +2 Wis, +2 Cha).
I'm planning to play a mounted summoner, so he has to be small sized. Can you give a few info about your house rule halflings?
nightflier
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nightflier wrote:I think that I'll start the game at level five. I'm gonna add crunch for Shadar elves today and for Half-Elves. Then we'll see if anyone is interested in other T1 races and I'll add short description of them. In just a few sentances, Servitors are basically Warforged (+2 Str, +2 Con, +2 Int) and Iluminati are basically Kalashtar (+2 Dex, +2 Wis, +2 Cha).I'm planning to play a mounted summoner, so he has to be small sized. Can you give a few info about your house rule halflings?
Will do.
nightflier
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Elf, Shadar
Weapon familiarity: Shadar treat spiked chains, hand crossbows, tri-bladed katar and sawtooth sabres as martial weapons rather than exotic weapons. If they gain proficiency in any of those weapons as class abbility, they gain Weapon Focus feat with appropriate weapon.
Darkvision: Shadar have darkvision to a range of 120’.
Natural killers: Shadars gain Blind-Fighting as bonus racial feat at 1st level.
Shadowborn: Sharad gain a +4 racial bonus on Stealth checks.
Bonds of shadows and magic: If Shadar gains a familiar, or animal companion, that creature immedietly gains a Shadow Creature template.
nightflier
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So soulknife looks like I'd be playing a jedi, at least on a physical level so I'm thinking I'll go with that. I like what they did with the class.
Iluminati and the Servitors are only races that have any measure of psionic powers. So you'll have to choose one of those races. Iluminati are sort of like Kalashtar and Servitors are my take on Warforged.
| Ragnar Death-Speaker |
Doomed Hero, crunch for the HE is combined racial abilities of both parents, so you just need to choose elven subrace. I'm gonna do the fluff a bit later. I'd recommend Shadar, since they are assassins and headhunters of the Elven Court.
*Hurk*
Oh wow, that's pretty awesome. Shouldn't be too overboard if we were starting at 5th level though. Yeah, Shadar looks fine.
What would you think of a Medium creature using a Small sized spiked chain and using the Kusari-Gama rules out of the 3.5 DMG for it? Or something like that? I'd like to have a chain weapon, but I don't want it to be a full sized spiked chain. I'd prefer something lighter that I could use in one hand if I chose to.
I have some background thoughts that I'll message you about later today.
For now I'm off to swing swords at highschool students.
nightflier
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Halflings
Halfling raciat traits
+2 Dexterity, +2 Constitution, +2 Charisma
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Their base land speed is 20 ft. per round, rather than 30 ft. per round.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Certain halflings instead gain more specific bonuses, as described in the Pathfinder Advanced Player’s Guide; they can substitute one of the following in place of the general luck. Once made, this choice cannot be changed.
 Hard-Headed: Gain Arcane Defense against illusions as a bonus feat.
 Skittish: Gain a +1 racial bonus on initiative checks and on attack rolls when flanking.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Skill Aptitude: Halflings are exceedingly clever at selected skills. Choose one of the following options; once made, this choice cannot be changed:
 Outrider: Some halflings naturally take to the saddle, gaining Skill Focus (Handle Animal) as a bonus feat.
 Practicality: Halflings are grounded in hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill.
 Sure-Footed: Halflings with this trait gain Skill Synergy (Physical Prowess) as a bonus feat (+2 to Acrobatics and Athletics skill checks; +4 if 10 or more ranks).
Natural Channelers: Whereas the elves have a culture built around learning and teaching magic, the halflings seem to create magic through instinct and happy accidents. Regardless, they are gifted spellcasters. Halflings gain the Innate Magic feat as a bonus feat.
Halfling, Brownling
Low-light Vision: Brownlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Dexterous Hands: Brownlings gain a +2 racial bonus on all non-metal and non-wood Craft checks and all Heal checks.
Stout or Studious: Brownlings are renowned for their durability and stamina, although some spend more time practicing magic than working in the fields. Brownlings gain either Magecraft as a bonus feat or Endurance and Toughness as bonus feats.
Mend and Clean: Brownlings can cast at will mending and prestidigitation.
Good with animals: Brownlings are very liked by animals. They gain a +6 racial bonus to Handle Animal checks.
Halfling, Shadeling
Darkvision: Shadelings have darkvision to a range of 120’.
Shadow Sense: Shadelings possess the ability to attune their vision to the shadow world. This provides them with a limited ability to sense undead, necromantic magic, powerful evil, and areas where the veil between Norgir and the Shadow World is thin. These abilities function just like the spells Detect Undead, Detect Evil and Detect Magic (necromancy only) and are usable at will.
Walk in Shadows: Shadelings gain Shadow Walker as bonus racial feat.
Shadowblessed: Shadelings have the ability to cast following spells once per day: dimmension door (self only), mirror image.
nightflier
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nightflier wrote:Doomed Hero, crunch for the HE is combined racial abilities of both parents, so you just need to choose elven subrace. I'm gonna do the fluff a bit later. I'd recommend Shadar, since they are assassins and headhunters of the Elven Court.What would you think of a Medium creature using a Small sized spiked chain and using the Kusari-Gama rules out of the 3.5 DMG for it? Or something like that? I'd like to have a chain weapon, but I don't want it to be a full sized spiked chain. I'd prefer something lighter that I could use in one hand if I chose to.
You can have specially made spiked chain that would be considered light weapon, but you would have to burn a feat to learn how to use it.
nightflier
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Iluminati
+2 Dexterity, +2 Wisdom, +2 Charisma
Darkvision: Iluminati have darkvision to a range of 60’.
Medium: As Medium creatures, iluminati have no special bonuses or penalties due to their size.
Speed: Iluminati base land speed is 30 feet.
Weapon familiarity: Iluminati treat Lesser Blade of the Enlightened Mind as martial weapon rather than exotic weapon. If they gain proficiency with it as class abbility, they gain Greater Blade of the Enlightened Mind as Exotic Weapon Proficency.
Mind Shield: Iluminati can use psychic force to defend from the attacks. The ability gives them +4 bonus to AC as long as they are conscious, visible as a shimmering field of force, an inch or two above their skin.
Mind Tricks: 3/day each: Mage Hand, Feather Fall, Shatter.
| Kratzee |
Kratzee wrote:nightflier. Any chance that the starting musket a gunslinger starts with be large sized?Weapons will be at different technological level that presented in Gunslinger rules. Essentially, you will have multibareled gun with bayonet.
Actually, I just realized that since we are starting at 5th level, that we will probably be at enough wealth to purchase magic items. How should I work that with the starting weapons for the class, since I will obviously upgrade from the original to a masterwork one, then to magic?
Also, I had started planning my character using the musket build, but when you mention multibarrelled, my plans to try and maximize single shots might not be as ideal. Are you thinking gattling style, double barrels, or something else?
nightflier
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Wealth is maximum for your level. In fact, you may even get more magic items than you should have, after I finish with all the tinkering.
About guns: Orinor dwarves are the most advanced gunsmiths in the world. They are using seven barreled volley guns instead of muskets, but with rotating barrels, and five barreled pistols, also with rotating barrels, like in gattling guns. There are also three-barreled pistols with fixed barrels. Here are some links. Volley gun and three-barreled pistol with fixed barrels.
nightflier
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I am totally on top of a size large volley gun. BABBOOOM!!!
Remember that the barrels are rotating. That means that you have the same number of attacks as with bow, but when you discharge all the rounds, you need to recharge the gun from the barrels, and that means seven rounds for it to be fully charged. Also, if you use large gun, the kick back will be a b@&$@. I may rule that with each shot you have to roll a check to see if you will be knocked down.