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Analysing the "half" races
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<blockquote data-quote="Moonstone Spider" data-source="post: 3084275" data-attributes="member: 40079"><p><strong>How do you deal with the low levels? (when other characters < level 4)?</strong></p><p>I don't think normally GMs allow them at all. Savage Species doesn't have a level system for those templates as it does LA+ species themselves.</p><p></p><p><strong>What if anything is unbalancing about the features of the half races?</strong></p><p>I don't think anything about them is particularly unbalancing. In fact I think that, like most things with a +LA, they're broken in being way too weak.</p><p></p><p>A high-level rogue could make a murderous sneak attack using the multi-attack feat since half races can have three natural attacks. Also since the spell-like abilities have no cost in either XP or materials, a half-celestial can be a free ressurection machine at epic levels of 24 or higher.</p><p></p><p><strong>How effective are the half races at higher levels (> level 12)?</strong></p><p>They're not. A Half Dragon's +2con will almost make up for it's lost hit die, and it's strength will make it's to-hit equal to it's BAB lost (But it probably loses a bonus attack).</p><p>The Dragon's Breath Weapon isn't damaging enough at high levels to wipe out anything but swarms of mooks, and it's only good once a day anyway.</p><p></p><p>Fiendish and Celestial halfers will always be short on saves and HP from the lost levels (No Bonuses to Attributes), making them weak vs. phsyical attacks. DR vs. Magic is useless at these levels because pretty much everything is magic by that point. Energy and Spell resistance are nice, but a wizard with no LA will be punching through the SR 70% of the time and your weakened saves mean you'll suffer full damage more often. A few of the SLA's a nice but they're very limited (Once a day for most) and a straight spellcaster build will have almost all of them earlier than you can get them as a Half-race.</p></blockquote><p></p>
[QUOTE="Moonstone Spider, post: 3084275, member: 40079"] [b]How do you deal with the low levels? (when other characters < level 4)?[/b] I don't think normally GMs allow them at all. Savage Species doesn't have a level system for those templates as it does LA+ species themselves. [b]What if anything is unbalancing about the features of the half races?[/b] I don't think anything about them is particularly unbalancing. In fact I think that, like most things with a +LA, they're broken in being way too weak. A high-level rogue could make a murderous sneak attack using the multi-attack feat since half races can have three natural attacks. Also since the spell-like abilities have no cost in either XP or materials, a half-celestial can be a free ressurection machine at epic levels of 24 or higher. [b]How effective are the half races at higher levels (> level 12)?[/b] They're not. A Half Dragon's +2con will almost make up for it's lost hit die, and it's strength will make it's to-hit equal to it's BAB lost (But it probably loses a bonus attack). The Dragon's Breath Weapon isn't damaging enough at high levels to wipe out anything but swarms of mooks, and it's only good once a day anyway. Fiendish and Celestial halfers will always be short on saves and HP from the lost levels (No Bonuses to Attributes), making them weak vs. phsyical attacks. DR vs. Magic is useless at these levels because pretty much everything is magic by that point. Energy and Spell resistance are nice, but a wizard with no LA will be punching through the SR 70% of the time and your weakened saves mean you'll suffer full damage more often. A few of the SLA's a nice but they're very limited (Once a day for most) and a straight spellcaster build will have almost all of them earlier than you can get them as a Half-race. [/QUOTE]
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