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*Pathfinder & Starfinder
New race: The Sylvani. And a racial Prestige Class(Edited again)
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<blockquote data-quote="maggot" data-source="post: 1452017" data-attributes="member: 1005"><p>You're welcome. I'm just offering an alternative viewpoint: how I would implement this in my campaign. Ultimately the balance is up to you. It is not like you can make me use your version in my campaign.</p><p></p><p>BTW, I play in a group that includes one all out power-gamer and a few near-power-gamers and is very light in the pure role-player type. Myself, I'm a near-power-gamer: I dislike having to play a vastly inferior combination for role-playing purposes, so I usually play something fun and decently powered.</p><p></p><p>I've only skimmed your recent changes, so take that for what it is worth.</p><p></p><p></p><p></p><p>I don't see Dex-Wis as opposites at all. In fact, the existance of the monk kind of disproves that. But in any event, a -DEX +WIS race can work and fits the flavor of your plant-like beings.</p><p></p><p></p><p></p><p>The Sylvani with the natural armor bonus are quite strong as full-plate fighters and even stronger as full-plate paladins or clerics. You have subsequently removed the natural armor, but that leaves paladins marginal, but really does nothing to deal with the cleric issue. Ever power-gamer will take Sylvani for cleric unless they want to be an archer. +2 WIS is that powerful. So I would think seriously about 20ft speed and maybe adding back in the natural armor to offset the speed.</p><p></p><p></p><p></p><p>Elves and half-elves get low-light, as do gnomes. That is two (or two-and-a-half) races. Two races get darkvision, and two get normal vision. I don't see an overall pattern.</p><p></p><p>In any case, you have to decide if you are adding abilities because they fit the race or to power up the race. This race with the natural armor doesn't need powering up, so I would skip the out of place abilities.</p><p> </p><p></p><p></p><p>The NA is not there to compensate for the Dex penalty. The DEX penalty is supposed to compensate for the WIS bonus. The NA should be there because it fits the race, because it is unique to standard races, and as a moderate benefit to the race. +1 NA stacks with full-plate. A Sylvani with 12 dex (not hard) in full-plate and shield and this race would be AC 22 if you go with +1NA. That is more than any other standard race. +2 NA is not needed.</p><p></p><p></p><p></p><p>It depends on the campaign. If you fight a lot of battles, Barkskin at will or Dispel Magic at will could be very powerful. If I played in a campaign with no spellcasters, Dispel Magic might be nearly useless. Overall we have to look at the spell level of the effect. The 3E designers put it at 3rd/4th, so that is a good starting place. After seeing speak with plants in action in many investigations, I think it could even be higher because plants are everywhere. The power also depend on how the DM plays it. If he plays plants as totally nearsighted and complete idiots (happened in one campaign), you might as well be not be using the spell at all.</p><p></p><p>Personally, I would not include any speak with plants ability beyond 1 round/level, or maybe just flat out 1 minute. That will be dang powerful though. On the other hand it would make a Sylvanni fighter cooler because he could do something outside combat.</p><p></p><p></p><p></p><p>It wasn't obvious to me at all. I thought you meant fireballing plants worked better for Sylvanni. Actually, I'm still not sure. I can't remember your recent changes.</p><p></p><p></p><p></p><p>I like the favored class thing for flavor and to prevent rapid, munchkin multiclassing. But I use a slightly modified version of it. That said, I think ranger would work for Sylvani.</p><p></p><p></p><p></p><p>Until now, human and half-elf druid players did not have the Sylvani to choose from. I think many (or most) would have chosen Sylvani.</p><p></p><p>Either you are concerned with the balance of your new race or you are not. If you are concerned, you might want to consider outside of role-playing considerations why would players of a certain class want to be anything other than a certain race. This will help with the balance. If the answer is simply, because players want to play that race, the race may be unbalanced.</p><p></p><p>On the other hand, if your players will play what the want and forget about balance, any set of abilities would work for your race.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="maggot, post: 1452017, member: 1005"] You're welcome. I'm just offering an alternative viewpoint: how I would implement this in my campaign. Ultimately the balance is up to you. It is not like you can make me use your version in my campaign. BTW, I play in a group that includes one all out power-gamer and a few near-power-gamers and is very light in the pure role-player type. Myself, I'm a near-power-gamer: I dislike having to play a vastly inferior combination for role-playing purposes, so I usually play something fun and decently powered. I've only skimmed your recent changes, so take that for what it is worth. I don't see Dex-Wis as opposites at all. In fact, the existance of the monk kind of disproves that. But in any event, a -DEX +WIS race can work and fits the flavor of your plant-like beings. The Sylvani with the natural armor bonus are quite strong as full-plate fighters and even stronger as full-plate paladins or clerics. You have subsequently removed the natural armor, but that leaves paladins marginal, but really does nothing to deal with the cleric issue. Ever power-gamer will take Sylvani for cleric unless they want to be an archer. +2 WIS is that powerful. So I would think seriously about 20ft speed and maybe adding back in the natural armor to offset the speed. Elves and half-elves get low-light, as do gnomes. That is two (or two-and-a-half) races. Two races get darkvision, and two get normal vision. I don't see an overall pattern. In any case, you have to decide if you are adding abilities because they fit the race or to power up the race. This race with the natural armor doesn't need powering up, so I would skip the out of place abilities. The NA is not there to compensate for the Dex penalty. The DEX penalty is supposed to compensate for the WIS bonus. The NA should be there because it fits the race, because it is unique to standard races, and as a moderate benefit to the race. +1 NA stacks with full-plate. A Sylvani with 12 dex (not hard) in full-plate and shield and this race would be AC 22 if you go with +1NA. That is more than any other standard race. +2 NA is not needed. It depends on the campaign. If you fight a lot of battles, Barkskin at will or Dispel Magic at will could be very powerful. If I played in a campaign with no spellcasters, Dispel Magic might be nearly useless. Overall we have to look at the spell level of the effect. The 3E designers put it at 3rd/4th, so that is a good starting place. After seeing speak with plants in action in many investigations, I think it could even be higher because plants are everywhere. The power also depend on how the DM plays it. If he plays plants as totally nearsighted and complete idiots (happened in one campaign), you might as well be not be using the spell at all. Personally, I would not include any speak with plants ability beyond 1 round/level, or maybe just flat out 1 minute. That will be dang powerful though. On the other hand it would make a Sylvanni fighter cooler because he could do something outside combat. It wasn't obvious to me at all. I thought you meant fireballing plants worked better for Sylvanni. Actually, I'm still not sure. I can't remember your recent changes. I like the favored class thing for flavor and to prevent rapid, munchkin multiclassing. But I use a slightly modified version of it. That said, I think ranger would work for Sylvani. Until now, human and half-elf druid players did not have the Sylvani to choose from. I think many (or most) would have chosen Sylvani. Either you are concerned with the balance of your new race or you are not. If you are concerned, you might want to consider outside of role-playing considerations why would players of a certain class want to be anything other than a certain race. This will help with the balance. If the answer is simply, because players want to play that race, the race may be unbalanced. On the other hand, if your players will play what the want and forget about balance, any set of abilities would work for your race. Good luck. [/QUOTE]
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New race: The Sylvani. And a racial Prestige Class(Edited again)
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