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*Pathfinder & Starfinder
New race: The Sylvani. And a racial Prestige Class(Edited again)
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<blockquote data-quote="Beholder Bob" data-source="post: 1442392" data-attributes="member: 12866"><p>By saying the natural armor negates the dex penalty - I mean the +2 natural armor is as good or better then +2 dex. True - the dex gives +1 ac, initiative, skill rolls, and reflex save. Very nice. But natural armor is hard to come by - works all the time, and is stackable. Savage species treats natural ac bonus as an automatic ecl boost - a good indication that I am not alone in considering it good. That is what I meant. This is in addition to the fact that the overall bonus to ac is higher then the penalty for lowering dex. Natural armor and dex are different animals - but a natural ac bonus is damn sweet!</p><p></p><p>I do not have the dmg in front of me - but the guideline of treating a mental boost as twice as valuable is my measurement. W/out the book in front of me, it is hard to debate this point.</p><p></p><p>We will have to disagree with the language issue. The real question, I think, is speak with plant a 1st level spell in your opinion, artificially raised in level? If you feal it is, then your suggested ability is fair for your game. IMO & world - speak with plants is definitly high end magic and very useful - it is worth the 3rd/4th lv slot it occupies.</p><p></p><p><span style="color: Red">Well, lets compare (and no copping out this time) </span></p><p><span style="color: Red">You've stated my races abilities...now lets compare to some of the others..</span></p><p></p><p>Well - this is how I compare races. Another system is Upperkrusts - we rate powers differently, though our end results are very similar. Use either of our systems - or the savage species - to get a feal for your race. Also - post your race on another board - see if you get a different response then mine. Take the average of the opinions...</p><p>Races should come to 4.5 or less</p><p></p><p>+2 +2 physical or mental statistic</p><p>-1 -2 mental statistic vs physical stat bonus</p><p>-1 -2 physical statistic vs mental stat bonus</p><p>-2 -2 statistic vs same type stat bonus</p><p>+/-1 +/- 10’ move, Base MV: M & L 30’, S 20’</p><p>+1/4 skills available as class skills do to race (each)</p><p>+1/4 each +1 to a skill roll</p><p>+1/2 low light vision</p><p>+1 dark vision 30’</p><p>+3/2 dark vision 60’</p><p>+1/4 reduce vision or hearing penalty for range in ½</p><p>+1/4 extra language known</p><p>-1/2 no race class</p><p>+1/4* 2 race classes</p><p>+1/2 Any race class (per humans)</p><p>+3/2 4+HD SR</p><p>+1/4 4 SR +1 up to 10 (so SR 10+HD = +3)</p><p>+1/2 10 SR +1 up to 15 (so SR 15+HD = 5½)</p><p>+1 10’ clumsy flight </p><p>+1/2 every +10’ or 1 step up in flight quality</p><p>+1 spell like ability, 1st level, 1/day OR </p><p> know 2 0th level, use 2+(INT mod)/day</p><p>+1/2 each additional use</p><p>+1 each LV the spell is higher level</p><p>+1/4 natural attack, d4 or less</p><p>+1* treat one size larger for grapple, trip, and bull-rush.</p><p>+1 scent</p><p>+1/4 able to take one or more MM feats</p><p>+1 natural armor - per point</p><p>+1/4 each additional form available.</p><p>+1/2 creature type provides immunity (giant, fey)</p><p>+3/2 as above but excellent immunity (undead)</p><p>+3/4* +4 SP at 1st +1 SP each level > 1st</p><p>+2* extra feat at 1st, choice from list of 10+ feats</p><p>+1/2 +2 save Vs (poison & disease) or (enchantments), (death effects), (compulsion)</p><p>+1/4 +2 save Vs (Language)</p><p>+0 Last extra day w/out food prior penalty</p><p>+0 Hold breath as if CON = CON+2</p><p>+1 use of any 1 martial weapon (exotic if w all martial)</p><p>+1* +1 HP at 1st LV, Minimum of 2 HP/LV</p><p>+3/4 Heal 50% more HP/day of rest</p><p>+3/4 +1 saves Vs (magic) or (non-magic)</p><p>-1/4 Run is x3 unless on all fours (free action to get on all fours, move action to rise)</p><p>-1/2 Unable to run unless on all fours (as above)</p><p>*May only be taken once</p><p>Modifier for stat adjustment: modifiers for physical or mental (STR,DEX,CON or INT, WIS, CHA), including all bonus or minus, but not both at once, that equal or exceed 3 points, are further adjusted by 50% in the worst direction. Example below</p><p>+1 STR, +2 DEX, -2 CON</p><p>bonus 1+2 = 3, so 2+1x1.5 = 3.5</p><p>penalty –2 = -2</p><p>total is 3.5-2 = 1.5 cost</p><p>+3 INT, -1 WIS, -2 CHA</p><p>bonus 3 so 2+1x1.5 = 3.5</p><p>penalty –1 –2 = -3, so –2 -1x 0.5 = -2.5</p><p>Combine both modifiers onto same creature</p><p>total 3.5 – (2.5, cut in ½, phy vs mental) = 2.25 cost</p><p>Why: high bonuses are hard to offset and allow abuse in a specialty class or ability focus.</p><p></p><p>The races come out to</p><p>HUMANS 2.75</p><p>DWARVES 7.25</p><p>ELVES 4.75</p><p>GNOMES 5.5</p><p>HALF-ELVES 3.5</p><p>HALF-ORCS 1.5</p><p>HALFLINGS 3.5</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1442392, member: 12866"] By saying the natural armor negates the dex penalty - I mean the +2 natural armor is as good or better then +2 dex. True - the dex gives +1 ac, initiative, skill rolls, and reflex save. Very nice. But natural armor is hard to come by - works all the time, and is stackable. Savage species treats natural ac bonus as an automatic ecl boost - a good indication that I am not alone in considering it good. That is what I meant. This is in addition to the fact that the overall bonus to ac is higher then the penalty for lowering dex. Natural armor and dex are different animals - but a natural ac bonus is damn sweet! I do not have the dmg in front of me - but the guideline of treating a mental boost as twice as valuable is my measurement. W/out the book in front of me, it is hard to debate this point. We will have to disagree with the language issue. The real question, I think, is speak with plant a 1st level spell in your opinion, artificially raised in level? If you feal it is, then your suggested ability is fair for your game. IMO & world - speak with plants is definitly high end magic and very useful - it is worth the 3rd/4th lv slot it occupies. [COLOR=Red]Well, lets compare (and no copping out this time) You've stated my races abilities...now lets compare to some of the others..[/COLOR] Well - this is how I compare races. Another system is Upperkrusts - we rate powers differently, though our end results are very similar. Use either of our systems - or the savage species - to get a feal for your race. Also - post your race on another board - see if you get a different response then mine. Take the average of the opinions... Races should come to 4.5 or less +2 +2 physical or mental statistic -1 -2 mental statistic vs physical stat bonus -1 -2 physical statistic vs mental stat bonus -2 -2 statistic vs same type stat bonus +/-1 +/- 10’ move, Base MV: M & L 30’, S 20’ +1/4 skills available as class skills do to race (each) +1/4 each +1 to a skill roll +1/2 low light vision +1 dark vision 30’ +3/2 dark vision 60’ +1/4 reduce vision or hearing penalty for range in ½ +1/4 extra language known -1/2 no race class +1/4* 2 race classes +1/2 Any race class (per humans) +3/2 4+HD SR +1/4 4 SR +1 up to 10 (so SR 10+HD = +3) +1/2 10 SR +1 up to 15 (so SR 15+HD = 5½) +1 10’ clumsy flight +1/2 every +10’ or 1 step up in flight quality +1 spell like ability, 1st level, 1/day OR know 2 0th level, use 2+(INT mod)/day +1/2 each additional use +1 each LV the spell is higher level +1/4 natural attack, d4 or less +1* treat one size larger for grapple, trip, and bull-rush. +1 scent +1/4 able to take one or more MM feats +1 natural armor - per point +1/4 each additional form available. +1/2 creature type provides immunity (giant, fey) +3/2 as above but excellent immunity (undead) +3/4* +4 SP at 1st +1 SP each level > 1st +2* extra feat at 1st, choice from list of 10+ feats +1/2 +2 save Vs (poison & disease) or (enchantments), (death effects), (compulsion) +1/4 +2 save Vs (Language) +0 Last extra day w/out food prior penalty +0 Hold breath as if CON = CON+2 +1 use of any 1 martial weapon (exotic if w all martial) +1* +1 HP at 1st LV, Minimum of 2 HP/LV +3/4 Heal 50% more HP/day of rest +3/4 +1 saves Vs (magic) or (non-magic) -1/4 Run is x3 unless on all fours (free action to get on all fours, move action to rise) -1/2 Unable to run unless on all fours (as above) *May only be taken once Modifier for stat adjustment: modifiers for physical or mental (STR,DEX,CON or INT, WIS, CHA), including all bonus or minus, but not both at once, that equal or exceed 3 points, are further adjusted by 50% in the worst direction. Example below +1 STR, +2 DEX, -2 CON bonus 1+2 = 3, so 2+1x1.5 = 3.5 penalty –2 = -2 total is 3.5-2 = 1.5 cost +3 INT, -1 WIS, -2 CHA bonus 3 so 2+1x1.5 = 3.5 penalty –1 –2 = -3, so –2 -1x 0.5 = -2.5 Combine both modifiers onto same creature total 3.5 – (2.5, cut in ½, phy vs mental) = 2.25 cost Why: high bonuses are hard to offset and allow abuse in a specialty class or ability focus. The races come out to HUMANS 2.75 DWARVES 7.25 ELVES 4.75 GNOMES 5.5 HALF-ELVES 3.5 HALF-ORCS 1.5 HALFLINGS 3.5 [/QUOTE]
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New race: The Sylvani. And a racial Prestige Class(Edited again)
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