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*Pathfinder & Starfinder
ECL +1 race - the wildings
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<blockquote data-quote="Kahuna Burger" data-source="post: 1455470" data-attributes="member: 8439"><p>this was the math I got on the calculator as well, though I actually wasn't trying to include the metal aversion as a weakness. it was one of the flavor points of the orriginal character I used this concept for, and the most mechanical seeming of them so I threw it in.</p><p></p><p>sicne I'm already nterested in it having an ecl, I don't see the problem with a plus to a mental stat (I don't see a problem with that in general, but thats another subject). Since the race is literally anamalistic, and as far as I can remeber every mammal has a higher base wis than humans, not including that aspect would been silly. the fact that such a boost is good for the "natural" classes, that such a tribe would be mostly persuing is a good bit of in game logic.</p><p></p><p></p><p></p><p>yes, druids of this race would be very powerful. However, this race does not exist to be the druids of a multi racial society, it exists as a isolated group of tribes whom the outside world may encounter as wanderers or if they go into their territory. It made the most sense for meto have them be slanted towards a combat class, and rangers made the most sense with tracking and such. pretty much all of their casters would be druids, and there would be some barbarians floating around, and maybe the occasional rogue/ranger. this was a choice based on seeing them as a plot point in a campaign (this race of feral humans honed in a constant battle for survival but a hard ally to make) and choosing a majority class for the race on that basis. </p><p></p><p>If the per hit dice bonus doesn't stack they would have to get a flat +4 or some such that would - rangers have wild empathy too, and I want this feature to improve it, not be meaningless (the same reason I didn't give them track). I disagree that it would be 'epic', since the overal bonus for a 20th level character would be +10, when a skill like hide gets that bonus from a common 3rd-5th level magic item. Wild empathy is just the replacement for the animal empathy skill with an autmoatic one rank/level, after all.</p><p></p><p></p><p></p><p>As I said before, the metal aversion is largely flavor, I wasn't counting it as a disadvantage for one reason - with a strong population of druids as these tribes would have, fighters who really needed it would have iron-wooded (via the spell or a magic weapon/armor abilty) gear that would serve the same purpose. I could have put it as flavor text entirely, but its a flavor I'd like to enforce.</p><p></p><p></p><p></p><p>the flavor of the race is highly chaotic, based on the background and such I have for them, so monk wouldn't work. again, a flavor decision. I would be tempted even to assign the race as almost always non-lawful eliminating that choice... though in a campaig without allignment restrictions on the monk it would work well as their scouts over the rogue.</p><p></p><p></p><p></p><p>yes, the race is biased. there are no wilding wizards or paladins, certainly. They are tribal and pretty primative. that is the flavor, and they are only a fit for the kind of campaign that wants a super dangerous "wilding wood" bordered on one side by an ultra order based society that drove them out.</p><p></p><p>Anyway, aside from the flavor, would a wild empathy ability with a flat racial bonus work better than the half level one, in your mind? And would you still be ok with the +1 race idea if the metal aversion was not counted as a mechanical disadvantage?</p><p></p><p>Kahuna Burger</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 1455470, member: 8439"] this was the math I got on the calculator as well, though I actually wasn't trying to include the metal aversion as a weakness. it was one of the flavor points of the orriginal character I used this concept for, and the most mechanical seeming of them so I threw it in. sicne I'm already nterested in it having an ecl, I don't see the problem with a plus to a mental stat (I don't see a problem with that in general, but thats another subject). Since the race is literally anamalistic, and as far as I can remeber every mammal has a higher base wis than humans, not including that aspect would been silly. the fact that such a boost is good for the "natural" classes, that such a tribe would be mostly persuing is a good bit of in game logic. yes, druids of this race would be very powerful. However, this race does not exist to be the druids of a multi racial society, it exists as a isolated group of tribes whom the outside world may encounter as wanderers or if they go into their territory. It made the most sense for meto have them be slanted towards a combat class, and rangers made the most sense with tracking and such. pretty much all of their casters would be druids, and there would be some barbarians floating around, and maybe the occasional rogue/ranger. this was a choice based on seeing them as a plot point in a campaign (this race of feral humans honed in a constant battle for survival but a hard ally to make) and choosing a majority class for the race on that basis. If the per hit dice bonus doesn't stack they would have to get a flat +4 or some such that would - rangers have wild empathy too, and I want this feature to improve it, not be meaningless (the same reason I didn't give them track). I disagree that it would be 'epic', since the overal bonus for a 20th level character would be +10, when a skill like hide gets that bonus from a common 3rd-5th level magic item. Wild empathy is just the replacement for the animal empathy skill with an autmoatic one rank/level, after all. As I said before, the metal aversion is largely flavor, I wasn't counting it as a disadvantage for one reason - with a strong population of druids as these tribes would have, fighters who really needed it would have iron-wooded (via the spell or a magic weapon/armor abilty) gear that would serve the same purpose. I could have put it as flavor text entirely, but its a flavor I'd like to enforce. the flavor of the race is highly chaotic, based on the background and such I have for them, so monk wouldn't work. again, a flavor decision. I would be tempted even to assign the race as almost always non-lawful eliminating that choice... though in a campaig without allignment restrictions on the monk it would work well as their scouts over the rogue. yes, the race is biased. there are no wilding wizards or paladins, certainly. They are tribal and pretty primative. that is the flavor, and they are only a fit for the kind of campaign that wants a super dangerous "wilding wood" bordered on one side by an ultra order based society that drove them out. Anyway, aside from the flavor, would a wild empathy ability with a flat racial bonus work better than the half level one, in your mind? And would you still be ok with the +1 race idea if the metal aversion was not counted as a mechanical disadvantage? Kahuna Burger [/QUOTE]
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