Fletchlings


Rules Questions


I have a party of all normal races. when one of the characters died the player said he wanted to run a Fletchling and that it was in a pathfinder book. After we started he was telling me all the things his race could do. The race seemed a bit strong and I looked it up. The race has no lvl adjustment but is worth 17 race points where the normal ones have none listed. Looking to find out if I should let it go or add LVL adjustment.


Honestly, fetchlings aren't any more powerful than Aasimar or Tiefling.

Also keep in mind that:

Quote:
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

I believe this should become 0 against creatures that can see in the dark. The normal 20% miss chance is because you can't see them, which is negated by darkvision and other forms of enhanced visual and other abilities to detect enemies.

Quote:
Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally—if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack.
Quote:
Ignoring Concealment: Concealment isn't always effective. An area of dim lighting or darkness doesn't provide any concealment against an opponent with darkvision. Characters with low-light vision can see clearly for a greater distance than other characters with the same light source. Although invisibility provides total concealment, sighted opponents may still make Perception checks to notice the location of an invisible character. An invisible character gains a +20 bonus on Stealth checks if moving, or a +40 bonus on Stealth checks when not moving (even though opponents can't see you, they might be able to figure out where you are from other visual or auditory clues).


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I think you mean "Fetchlings"? http://www.d20pfsrd.com/races/other-races/featured-races/arg-fetchling
Honestly, they don't seem nearly as tripped out as some other playable native outsider races. You might consider just letting him play it.

AFAIK, the concept of "Level adjustment" was thrown out on its ear in the move from DD3.5 to Pathfinder, so avoid pasting in this outdated (and ill-advised) DD3.5 mechanic.

17 race points is slightly more than core races (most are 10-11 pts), but it's not a really significant difference. IT will break your game less than, say, his playing an optimised summoner.


Claxon wrote:
Honestly, fetchlings aren't any more powerful than Aasimar or Tiefling.

Yup.

Aasimar = 15 rp
Drow = 14 rp
Fetchling = 17 rp
Suli = 16 rp
Svirfneblin = 24 rp
Tengu = 13 rp
Tiefling = 13 rp
Vishkanya = 13 rp

So it's really not much to worry about. He's not going for a Drow Noble or anything.


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Though now I have a mental image of a person made completely out of arrows.


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Fletchlings?

I'm picturing a fast-talking Investigator that looks like young Chevy Chase.


I'm imagining a Pokemon.


now that you mention it im picturing a pokemon too.


Reddevil wrote:

now that you mention it im picturing a pokemon too.

Are you picturing this


The 17 RP is not all it is cracked up to be. A lot of it comes from their spell like abilities (side note-that break down in the pfsrd that was linked- it seemed odd. It listed resistances, then spell like ability, then resistances again for something that was fairly clearly the spell like ability section again)

Anyway, 5 of those points come from the thematic spell like abilities that they gain at 9th and 13th levels. They are 1/day, self only versions of spells that are gained at around the same levels spell casters would get them. While they are nice, and could certainly provide an escape option in an emergency....they are hardly worth 5 RP.

If you really can't ignore it, then simply removing those 2 SLAs would bring fetchlings down to 12 RP, which is on par with core races.

Unless we are talking about the pokemon. Given my experience with the game, I would say they are worth 1, maybe 2 RP. Unless they have their hidden ability, in which case I am going to say 17 sounds about right.


Arachnofiend wrote:
Reddevil wrote:

now that you mention it im picturing a pokemon too.

Are you picturing this

yes,still need to finish pokemon X, never did do all the post game stuff.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

They really aren't unbalanced at all. A lot of people don't put a lot of stock into the ARG's numbering system for good reason.


Ravingdork wrote:
They really aren't unbalanced at all. A lot of people don't put a lot of stock into the ARG's numbering system for good reason.

Agreed.


I am playing a Fetchling fighter archer in a Reign of Winter campaign. Honestly I am no better at low levels than our party Dwarf or Gnome. Our Aasimar oracle is even worse (she will dominate soon though. About the only benefit I currently have is hiding in the shadows, which doesn't always help. ;-)


Ravingdork wrote:
They really aren't unbalanced at all. A lot of people don't put a lot of stock into the ARG's numbering system for good reason.

I tend to disagree to a degree. Some of the races (Like Tengu) are deceptively high, while others (like human) are deceptively low.

That being said they aren't THAT unbalancing, but they are quite a bit stronger than the core only races. I still put them behind tieflings and aasimar though.


In a party of 4, with 3 humans in it the fourth character can take 32 RP without having to adjust the encounter difficulty. So 16 won't matter all that much.

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