| Rockblood |
I've been looking up all that i can for answers for this and so far the only one i saw was just dont worry about it. In my game i have two elves, a half elf, a half orc, a kasatha, and a custom race. The kasatha and custom race are the ones that brought this up. I'm not worried about the kasatha anymore with most saying 20 and below rp should be just fine.
The custom race though is a RP of 34 though and im trying to find a way around it that wont leave them a level behind the rest. The racial points table for raising APL seems like the closest thing that would work but the racial point system is really unreliable. I even tried looking for a third party revised version of the racial points and came up with nothing.
Any help on this matter?
| Lathiira |
Here's another thought, take it with a grain of salt. Give the races with fewer RP enough points to make up the difference. Let them spend them first on gaining alternate racial traits if they want, then let the group go to town and buy whatever they want to even things up, subject to your approval. Maybe the elves end up with standard elven abilities plus a few each from the lists of alternate elven traits and then buy off their reduced Constitution (one elf) or higher Intelligence (the other), for example.
| Nox Aeterna |
First , tell me you didnt just let the player make the race and that you atleast meant one of those already in the book.
Now i would go with others here and i would add more things to the other PCs (since you dont seem to mind the world NPCs power) myself.
How much to add or what to add i would base on what exactly you allowed the player with 34 RPs to get, in the end RPs can be crappy or can be awesome , it greatly deppends on what class/combos you do with them.
I quite enjoy playing (or "having" an NPC with leadership) that is a centaur , a 28 RP race , still there is little issue since i usually go for classes/combos that dont benefit much for being a centaur since the start.
| Snowblind |
| 3 people marked this as a favorite. |
You might want to consider actually sticking the race up. Because of how dodgy the RP builder is, a 28RP race might be mediocre, or it might be completely broken. Heck, an 11 rp race can be completely broken with a little effort. It's hard to say what you will have to do without actually knowing whether it's a 28RP bundle of synergy, or a bunch of random junk shoved together.
| Trekkie90909 |
I've played around with the race building system and would like to reiterate two of the suggestions above:
Snowblind is entirely correct in saying that the RP total is not indicative of overall power level - it's a very poor metric in the hands of an optimizer. Similarly, if you go by fluff you can have absurd RP values which can seem weak compared to the rest of the party since many options are situational.
Lathiira's suggestion to tweak races into a similar range might be a good way to handle things; I generally use variations on that advice.
My thought is this: A Level is roughly analogous to a unique class ability, half a feat, ~4 skill points, ~6 hp, +1 attack, +x saves. So look at the abilities he's chosen; do they give him skill bonuses? That's about 1/6 a level. Feat(s) 1/3 a level each. +1 to hit (usually comes with damage)? ~1/3 a level each. Special abilities (darkvision, spell resistance, etc) 1/6-1/3 each depending -- certain ones, like natural armor are analogous to 4-8 levels of fighter (or a similar class) and thus might be worth 2/3-4/3 of a level. Although trying to figure things out this way will be a bit frustrating, both for you and the player--the level approach has a fairly uniform and balanced growth curve, RP does not - on the contrary it encourages far min/maxing, which often leads to problems.
I recommend telling him to trim the RP down (~15 is the highest I'd go base), or simply granting the other players commensurate bonuses as an easier solution.
Another thing you could do is implement a gold -> RP conversion process; I've done this before, and it works reasonably well since many of the bonuses granted from RP are more analogous to item bonuses (although race building system is still not well suited to this use). It also keeps things relatively fair since all players have access to it.
| BigDTBone |
When I allow custom races I usually do it by saying "Point-buy and Race-points can sum to 40" or what ever other number. Now, the savvy player will buy race abilities that boost stats if that is what they want, so if you are concerned about that just make it a no-go option up front. (Im generally not worried about it :P )
| Lemmy |
| 2 people marked this as a favorite. |
Well... The Racw builder is a wonderful idea... But its execution is terrible. The point cost and prerequisites make no sense most of the time (Why the hell there even are prerequisites?! WTF?!) and you can clearly see many abilities were purposely given nonsensical point costs in order to make all core races cost the same and look more balanced than they actually are, while elemental races had their abilities overcharged to make them seem stronger than they are.
All in all, the Race Builder's execution is terrible and dishonest. So just seeing the total point cost of a race doesn't mean much. You have to evaluate the race's abilitirs and weaknesses independently from their cost and then see how they fare.
Why don't you post the custom race here? This way we can have a better idea of what the race can do and how balanced it is.
| BigDTBone |
Well... The Racw builder is a wonderful idea... But its execution is terrible. The point cost and prerequisites make no sense most of the time (Why the hell there even are prerequisites?! WTF?!) and you can clearly see many abilities were purposely given nonsensical point costs in order to make all core races cost the same and look more balanced than they actually are, while elemental races had their abilities overcharged to make them seem stronger than they are.
All in all, the Race Builder's execution is terrible and dishonest. So just seeing the total point cost of a race doesn't mean much. You have to evaluate the race's abilitirs and weaknesses independently from their cost and then see how they fare.
Why don't you post the custom race here? This way we can have a better idea of what the race can do and how balanced it is.
Which is exactly why the class guide didn't get a builder. They would have to make 6-level casting cost the same as weapon training to make the points even out.
| GM Runescarred Dragon |
34 point buy race can be a monstrosity that leaves the character with several levels of capability beyond the rest of the party, or it can be perfectly balanced next to a half-elf.
The race builder is broken as all hell, and knowing that number doesn't really tell us much about the situation.
What abilities does the custom race have? If we know that, we'll give better advice.
| Rockblood |
Wow thank you all for the help. I'm thinking the best way to balance it all out is giving out more racial points and having them pick more traits (with my supervision) so far.
No i didn't let the player make the race. I made it for her so that she could play one of her roleplay characters. She gave me the details of her race like it has claws and can breath fire for me to use to get as close as possible to her characters race.
I'm liking your idea a lot Trekkie90909 as well but the race, which ill be posting up, doesn't give very many bonuses to skills and feats. I would rather give the others more power to match hers. It wouldn't be her character anymore if she lost half of what the race has.
I'm not really a big fan when it comes to point buy systems. I have always rolled my stats since i started in middle school and still enjoy rolling my stats to this day.
Honestly I'm a little sad they didn't do a class making guide. would of been at least a good stepping stone to start with or at least to have a list of things that you can put for a class.
One thing i will say is the custom race has flight which a lot of GMs don't like their players having at level 1. Really the only bad thing i see about it is if she leaves the group behind and fly off well she would have to make a new character after that.
So first the custom race. I trimmed it down a few points since i posted up the topic. No i didn't name it. I gave the player the choice of what she wanted to name it.
Fluffigon
Type: Dragon (Darkvision 60 ft., Low-Light Vision, and immune to magical sleep effects and paralysis effects) (10 RP)
Subtype: Fire
Size: Medium (0 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifiers: Standard (+2 Con +2 Wis -2 Cha) (0 RP)
Language: Standard (Common and Draconic) (Ignan, Dwarven, and Auran) (0 RP)
Ability Score Racial Traits: Advance Strength (+2 Str) (Males) (4 RP) or Advance Wisdom (+2 Wis) (Females) (4 RP)
Defence Racial Traits: Natural Armor (+1 Natural Armor to AC) (2 RP), Elemental Immunity (Immune to fire) (4 RP)
Feat and Skill Racial Traits: Skill Training (Fly and Acrobatics are class skills) (1 RP)
Movement Racial Traits: Flight (40 ft. fly speed Poor (-4) maneuverability) (6 RP)
Offense Racial Traits: Bite (Fluffigons gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons) (1 RP), Breath Weapon (One time per day, as a standard action, Fluffigons can make a supernatural breath weapon attack that deals 2d6 points of fire damage in a 15-foot cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take half damage from the attack) (3 RP), Claws (Fluffigons receive two claw attacks. These are primary natural attacks that deal 1d4 each) (2 RP)
Weakness Racial Traits: Elemental Vulnerability (Vulnerable to cold) (-2 RP)
Total RP: 31
| Rockblood |
Next I'll put up what the other players are and what things they picked if that's what you meant by post all the characters. Everyone is at level 1.
Elf Cleric of Erastil
9 hp
12 str 17 dex 11 con 14 int 15 wis and 14 cha
Picked to have Elven Arrogance for a racial trait.
Put his skill points in heal, knowledge religion, knowledge nature, and profession soldier
He has the forlorn, poverty-stricken, and militia veteran traits with the xenophobic drawback
Picked selective channeling for his first feat
Picked the Animal (Feather) and Good (Friendship) domains
Wears a armor coat and uses a longbow, boar spear, and longsword
I'll leave it at that for now encase that wasn't what you wanted me to do.
The rest of the characters are a half-orc redeemer paladin, kasatha Shapeshifting Skirmisher ranger, Half-Elf luring cavalier, elf deliverer slayer, and the fluffigon is a kineticist.
| JohnHawkins |
The 'fluffigon' is an immensley powerful race far more powerful than any of the others. I can see no way to balance it with other characters particularly at 1st level.
Looking at the other character it looks like your players are not optimising at all so the power difference will definitely show. Give everyone else +2 to a stat of their choice and a free feat to balance maybe.
The breath weapon will become useless after about 2nd level , the flight is immensely powerful and combined with a kineticeists ranged attacks could be game breaking at low level.
I cannot give really good advice on balancing this race as I would not have allowed it unless everyone else had silly races with big bonus's
Hmm
|
Have you looked at the third party race/class, Draconic Exemplar?
We have one of these in our Friday night Pathfinder game. I think that it's overpowered compared to the rest of us, but it might give you a basis for comparison for what another publishing company did to create draconic characters.
I do think that +2 to a stat of their choice, and a free feat to the others could be a good start to trying to balance things.
| Lemmy |
That fluffigon is nuts! It gets a bunch of great immunities and a flight speed right out of the gate, plus an additional ability increase!
Remove the flight speed (make it at very least cost a feat), the immunity to paralysis (make it a bonus to saving throws instead) and the additional ability score and it'd be okay.
Alternatively, use the Draconic Exemplar racial paragon class proposed by Hmm.
| Rockblood |
Alright I took out the advance stat modifiers (player told me that her races males are stronger and the females are wiser but sadly that wont work for standard her race also lives in the mountains which to me means it has a bonus to con), thinking of replacing flight with a gliding trait and if she wants to fly use her first feat for it (Are there any feats out there that give flight? I've only found ones that improve it.), and instead of taking something out of the dragon type and making it weaker would it be easier to just change the type to humanoid (Reptile) or monstrous humanoid and just give her race darkvision and maby low-light vision?
I'm not sure if that racial paragon class would work. It looks to be made for a normal dragon when the fluffigon has a humanoid body (two arms, two legs, toes, fingers, ect.)
| Trekkie90909 |
Note: The fire subtype grants immunity to fire (and vulnerability to cold), so you don't have to buy that again later. Similarly the vulnerability to cold drawback is redundant.
Its overall balance will likely depend on the campaign? For example a fly speed at level one would make a world of floating islands you have to jump between fairly trivial, whereas in an underground cavern setting a fly speed is mostly fluff. Similarly the fire immunity and cold vulnerability can be huge swings on the balance spectrum.
How I'd balance this (as originally posted):
Advance Elves + Half Elves to be immune to both magical sleep and paralysis effects (instead of just magical sleep effects).
Add a sexual dichotomy option for their races along the same lines as the fluffigon.
Give everyone improved unarmed strike as a bonus feat at first level (offsets the bite), and allow them to categorize headbutts/punches as natural weapons the same as claws/bites (so they can full attack in the same manner).
There are <20 rp paizo races (strix, gathlain) with racial fly speeds. I've allowed them in my games; they make scouting considerably faster/easier, and they make playing a caster safer if the enemies don't have bows. I think most people here are over reacting to how powerful that is (besides, most parties can fly by level 5, and poor maneuverability will hamper the fluffigon if you remember to call for fly checks).
The breath attack will be hugely useful at first level, but be basically worthless by level 5, I wouldn't worry about it.
That would make it a 9-11 'effective RP' build, in line with the other races.
| Rockblood |
The ARG said that if your race bought immune to fire and vulnerability to cold it gains the fire subtype.
Oh should I take that out then? I was planning on throwing cold spells in my game not to target her but to mix things up just so im throwing nothing but fire at the party and her just shrug her shoulders and walk through every encounter i have a spell caster.
Hmm
|
Did you notice that the Draconic Exemplar has the ability to take a humanoid form at level 3? About flight... Most of the humanoid races that grant it do so after level 5. Aasimar wings have a 2 feet path, and you can't take them until level 10. Sylphs get flight via a single feat at 9th level, but can't do it in medium or heavy armor.
Perhaps you can offer a feat that gives increasing flight abilities akin to the witch flight hex?
I've done characters that can fly at first level due to an animal companion, but they've had to put in an investment in skills like ride and handle animal every level in order to carry it off, and they had to put feats into boon companion. So they had a feat and skill point cost, and they had to have their animal buddy with them and make those fast mount checks.
Oh! I'm also forgetting encumbrance. Not being able to carry more gear than a light load is a cost in itself, making ant haul the best spell in the universe.
There should be some trade-offs to pay for this ability, and definitely enforce those flight skill checks!
Hmm
| Lemmy |
There was a thread a few months back where a rather naive GM allowed his player to use that 3pp Draconic Exemplar and ran into significant problems with it. It's broken as all hell, don't use it.
One of my players is using that class. He might very well be the second least powerful character in the game (out of 6). And that's in a party where the only "caster" is a Ranger.
It looks worse than it is, honestly. Elemental resistance/immunity ruins it.
| Rockblood |
I didn't notice it but after looking at it, it can only be used three times per day and they don't have it till level 3. The Fluffigon's are naturally in humanoid form which is why I'm debating if i should change the type. The only thing keeping me from doing it is the wyvaran. They have humanoid forms and still have the dragon type.
After you guys giving me more input about flight I'm going to weaken it and allow them to use flight feats to increase how useful it is after showing me the feat to see if I'll allow it.
Doesn't the armor check penalty from encumbrance already effect flight? As well as the speed reduction? If not it will be now. It will still make ant haul extremely useful when their fly is low for being poor at flight and being in medium load.
Yes I will be enforcing fly checks when the need arises. So far she hasnt done anything to call for one. She was on the ground the whole time on the first encounter.
If my group says they feel over shadowed by her with a good reason (like she made it over to the dying character before the cleric could and stabilized him because of her flight) then I'll be buffing the standard races or give them more gear that's useful for them but useless for a kineticist (She will still get some gear but not as much as them that one time then it goes back to normal to everyone getting equal amounts of gear).
I'm more worried about the kasatha ranger when it comes to over shadowing though mainly because of what the player did in the first encounter. The half orc paladin was dying and instead of letting the cleric use his heal skill or use his level 0 stabilize spell, he went over to the paladin and used his heal skill (which is worse then the clerics mind you) to stabilize her.
| Harark |
The encumbrance penalties do affect flight and with a poor maneuverability she won't be flying too well early on. I wouldn't restrict the flight too much though, part of the fun of a flying race is getting to fly. If suddenly they're always inside with no room to fly the player probably won't like that. Having times where it isn't too useful (Inside a cave) is fine as long as they do get the chance to soar and fight from the sky.
One other thing to remember, both the Kasatha and Fluffigon's gear are made to be more expensive since they are non-standard shapes. That is a balancing mechanic to help keep races that have wings, extra arms, and so on in check. If you refer to the Armor for Unusual Creatures table in the Core book you will see that their armor will cost twice as much.
One last thing, on the territory of the energy immunity, make the enemies smart and this isn't much of an issue. If they hit her with a fireball and she doesn't get hurt the evil mage isn't going to keep chucking fireballs. Have them try other elements, and if the party start to make long-term enemies those enemies will learn about her immunity for the future.
| Rockblood |
Yea I'm not worried about that to much. We're going to be above ground most of the time with a few cave, sewer, and or dungeon levels.
Oh god...how did i forget that DX well going to be making a few changes to their armor ^^" cant believe i forgot that.
Yep that's going to be the fun part when they make a long-term enemy.
| Rockblood |
Here is the updated Fluffigon race. Thank you all for your suggestions and i tried my best to combined all the help i got.
Fluffigon
Type: Monstrous Humanoid (Darkvision 60 ft.) (3 RP)
Subtype: Fire
Size: Medium (0 RP)
Base Speed: Normal (30 ft.) (0 RP)
Ability Score Modifiers: Flexible (+2 Con ( +2 Str Male +2 Wis Female)) (2 RP)
Language: Standard (Common and Draconic) (Ignan, Dwarven, and Auran) (0 RP)
Defence Racial Traits: Natural Armor (+1 Natural Armor to AC) (2 RP), Elemental Immunity (Immune to fire) (4 RP)
Feat and Skill Racial Traits: Skill Training (Fly and Acrobatics are class skills) (1 RP)
Movement Racial Traits: Flight (40 ft. fly speed Poor (-4) maneuverability) (6 RP)
Offense Racial Traits: Bite (Fluffigons gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is
wielding manufactured weapons) (1 RP), Breath Weapon (One time per day, as a standard action, Fluffigons can make a supernatural breath weapon attack that deals 2d6
points of fire damage in a 15-foot cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this
breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take half damage from the attack) (3 RP), Claws
(Fluffigons receive two claw attacks. These are primary natural attacks that deal 1d4 each) (2 RP)
Weakness Racial Traits: Elemental Vulnerability (Vulnerable to cold) (-2 RP)
Total RP: 22
| Avaricious |
For a quick balance to the other players... just give them easy templates that adjust them to be on par with Fluffigon (can't believe I typed that...). With their power level, dropping the Advanced Creature template should bring them to some parity with the Custom. Or if its flavor you seek to bring to them, the Celestial/Fiendish/Elemental templates are fun too.
Gratz Fluffigon, your party is worthy of you... meet the Azlanti-equivalent elves and orcs ^_^.
| Guru-Meditation |
The updated Fluffigon looks strong, but not brokenly.
I'd switch flight to glide (like Featherfall with a bit of vertical movement when falling), which can be upgraded (strenghen the wing muscles) with a feat at level 5+, when a Fluffigon is finally fully matured.
If you give the other "normal" races a free bonusfeat you will be balanced racewise, imho.
Happy gaming!
Charon's Little Helper
|
Still broken - just not AS broken.
Try this -
Type: Monstrous Humanoid (Darkvision 60 ft.)
Subtype: Fire
Size: Medium
Base Speed: Normal (30 ft.)
Ability Score Modifiers: (+2 Str Male +2 Wis Female) / -2 Int [no race should get +2 to two different physical stats]
Language: Standard (Common and Draconic) (Ignan, Dwarven, and Auran)
Defence Racial Traits: Natural Armor (+1 Natural Armor to AC), Elemental Resistance Fire: 10
Feat and Skill Racial Traits: Skill Training (Fly and Acrobatics are class skills)
Natural Attacks: 2 claws (claws & bite are really good for no cost - only 1 race can get it - Tengu - and that's about all it gets - and it's stats give -2 Con which is harsh)
Then add 2 racial feats which eventually give clumsy flight.
| The Wyrm Ouroboros |
Here's my adjustment for this: 'character levels in terms of XP'.
Let's take your 31-point Fluffigon. Page 219 of the Advanced Race Guide talks about how encounters with a group that has one or more advanced races requires a bit more challenging of encounters as compared to a 'standard race' group; it can be used as a more-or-less direct 'effective character level' tweak. Fluffigon, at 31 points, would be +2 levels.
Don't use it directly. A Fluffigon of X level is not equivalent to a character of X + 2 levels. What a Fluffigon is going to be essentially equivalent to is a character with up to (however many XP 3rd level is for you) less XP than the others. Say you're running it on a Fast progression - that's 3300 xp. So everyone goes adventuring, and gets another 2700 XP; the 3rd level PCs have hit 6000 and made 4th level, while the Fluffigon character is 2nd level and closing in fast on 3rd. By the time they hit 5th or 7th, the 'extraordinary' PC is for all intents and purposes running right with them, and if they put out some extraordinary effort that allows the other players to appreciate the character, they won't mind bits and pieces of extra XP that eventually bring the character even; he's just a weird 'different sentient' at that point, and the Fluffagon poofydraco is just doing stuff that other members of the party can do anyhow, just via other methods.
| Snowblind |
...
Let's take your 31-point Fluffigon. Page 219 of the Advanced Race Guide talks about how encounters with a group that has one or more advanced races requires a bit more challenging of encounters as compared to a 'standard race' group; it can be used as a more-or-less direct 'effective character level' tweak. Fluffigon, at 31 points, would be +2 levels.
...
I wouldn't put much stock in that. Drow Nobles are 41RP which should be a +3 level adjustment from levels 1-5, but the Bestiary Drow Noble(only level 3) only has a 1 level adjustment going by it's CR, and Jason has stated that this is how it was intended.
Ahh... it took me a minute to figure out what happened, but the original +1 CR callout was rolled into the text. Everything is correct there, it is just not spelled out as +1 CR.
So... yeah, a drow noble character would be 1 level lower than the rest of the group. Although, I should note that over time, this benefit might diminish to a point that is it no longer worth the +1 bump, but I think that should be left to GM discretion.
Jason Bulmahn
Lead Designer
Paizo Publishing
| The Wyrm Ouroboros |
+2, +1 - as I said, and as he says, over time, the benefit diminishes to the point where it's negligible - 3000 xp less than the group winds up being 'enh, there's a slight off-chance that he won't level along with us'.
Please note, however, that as I pointed out, the chart itself takes into account the BP average of the group as a whole - which means if you've got one drow noble in amongst five other standard-race characters, it's going to bump the total from 7 to not-quite-13: i.e. no real change in the group's challenges. If your entire group consists of drow nobles (which I actually played in once - or rather, I played the 'daughter of a destroyed House she cannot remember, adopted into a new House'), then yeah, your characters might effectively be able to handle challenge ratings three higher than what they normally can.
What the GM selects as the effective XP value of the race is up to them; typically, the more BP you count for, the more XP you'll probably count for. But different abilities will mean different things in different campaigns; a dyed-in-the-wool chaotic evil drow noble is a bloody inconvenience in a good-angled sunlight-run campaign, while a glowing-holy-aura aasimar is a frickin' arrow-magnet in an Underdark campaign.
So as always, your mileage will vary.