| zainale |
the fetchling
wanting to switch in "bound to here" and "recluse"
Recluse: Some fetchlings learn how to deflect unwanted attention. Fetchlings with this racial trait can use sanctuary once per day as a spell-like ability. When such a fetchling reaches 9th level in any combination of classes, he gains nondetection (self only) as a spell-like ability usable once per day, and at 13th level, he gains veil (self only) usable once per day. A fetchling's caster level is equal to his total Hit Dice. This racial trait modifies the fetchling's spell-like abilities racial trait. Source PPC:BoS
i would want to drop nondetection. i do not know what veil is, but i might be willing to drop that too. i just want the sanctuary.
Bound to Here: Some fetchlings are from families that have fearfully avoided the Shadow Plane, living on the Material Plane for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait. Source PPC:BoS
that should remove at most ten points. and make the fetchling more human-ish.
| Claxon |
Ummm....why don't use just use the fetchling race as outlined for players?
Edit: Nevermind, I understand better now. You want to add those qualities to your Fetchling....I don't know what you would trade out or where those abilities are from.
Fetchling is already a 17 rp race, and those abilities are pretty strong.
| skizzerz |
Bound to Golarion and Nidalese Recluse (to use their official names) already tell you what they replace/modify, so you don't need to take away anything else (using them does not adjust RP cost of the race). Of course, if you're a player, ensure you get GM approval before taking them. If you really want to reduce the RP cost, make sure to remove abilities that are not mentioned by these traits.
| zainale |
Is there a reason the RP needs to be lowered?
You aren't being forced to use any of things you intend to drop, so you could just not use those abilities and play at 17rp (which is not a level adjustment, as far as I know).
i can't answer that with out getting bitter and off subject. can't even put a but at the end of that. so making something interesting but weak is the goal. and it has to be human/ humanoid shaped.
Murdock Mudeater
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Murdock Mudeater wrote:i can't answer that with out getting bitter and off subject. can't even put a but at the end of that. so making something interesting but weak is the goal. and it has to be human/ humanoid shaped.Is there a reason the RP needs to be lowered?
You aren't being forced to use any of things you intend to drop, so you could just not use those abilities and play at 17rp (which is not a level adjustment, as far as I know).
Good restraint, then.
Okay, back of the Advanced Race Guide, it explains the breakdown of each races' RP costs. Fetchlings are page 243.
Basically, your RP costs are:
Outsider 3rp
Shadow blending 1rp
Shadow resistance 2rp
skill bonus knowledge (planes) 2rp
Skill bonus Stealth 2rp
spell-like ability, lesser 1rp
shadow travel 5rp
low light vision 1rp
Total: 17rp
So, as written, looks like the spell-like ability you want to drop is worth 1rp and the planes related ability is worth 2rp. So dropping those would make for a 14rp race.
EDIT: Re-reading, I think Shadow Travel refers to the spell-like abilites granted at higher level, so I think you'd be in the clear calling it a 9rp race without those abilities.
Personally, I'm opposed to dropping traits from races to make them cheaper. I think you should just make a new race that has what you need, rather than blurring the definition of an existing race. But, your call, certainly.
| David knott 242 |
Given that some of the Fetchling race's more expensive abilities do not kick in until after level 5, a case could be made that this race is overpriced in terms of RP anyway. Since "advanced" races only incur an effective level penalty at levels 1-5 and are treated as "standard" races thereafter, the higher level spell-like abilities effectively penalize the character (and his party) before they ever come into play and do not penalize the character and his party in any way when they actually become available.
Imbicatus
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Maybe its best to let the concept drop. If you are in a game where the GM is blocking races of a certain RP value, trying to shoehorn in an individual of that race by dropping abilities is not going to be satisfying to you or the GM.
If you are committed to playing in the game despite the house rules, you should respect those rules, play a race that matches the rules of this game, and save the fetchling to play in a less restricted environment.
| Majuba |
If you drop all the spell-like abilities entirely, you'll be down to an 11 RP race. Drop Shadow blending or Shadow Resistance and you'll be in the normal range for PC races.
If you have to or want to count as a humanoid, take the Bound to Golarion alternate racial trait (as you mentioned), losing "Skilled" as well.
| zainale |
Maybe its best to let the concept drop. If you are in a game where the GM is blocking races of a certain RP value, trying to shoehorn in an individual of that race by dropping abilities is not going to be satisfying to you or the GM.
If you are committed to playing in the game despite the house rules, you should respect those rules, play a race that matches the rules of this game, and save the fetchling to play in a less restricted environment.
yea yea i know the saying "no game is better, then a terrible game." which is full of s+$*. it should be "play a s@&+ty game until your fed up with it then quit." but if a demon spawn wizard is allowed in the game where human wizards are killed on sight as a PC then a crippled fetchling (as in not as powerful as a normal fletchling) summoner should be allowed as well as long as as its not as cool as or out shines the demon spawn.
| QuidEst |
Oh yeah, just drop everything that comes online after level one. I usually play Fetchling for the first-level spell, so I'd probably ask the GM to remove resistances of their choice until it's the right level (because they're the next best thing) or drop shadow blending (so the GM doesn't have to worry about lighting levels as much).