new race

I've edited my above post, it just took some time to do the calculations and such. Since it takes so much time to actually type it out and calculate everything, it isn't always worth the bother. It's quicker and easier to do a mental run-through of stats and such that I know or that I recall nearly well enough. And, I just realized I forgot that Weak Build means using a Medium weapon instead of Large, but I don't want to go back and edit my post yet again.......it makes little difference anyway.

While I believe an eye for an eye is sometimes a suitable policy, it isn't always; goading people on when they already think you're rude will only make them continue to seethe at you and waste your time, which does nobody any good. If someone kicks me in the shin I'll kick them back; but if they just throw an insult at me, I see no need to respond in kind unless they really, really deserve it, because I'm used to insults and they're pathetic.

Scion, you have nothing to back up your claim that a big bonus to one ability score is exponentially better, because statistically it isn't, and I've seen such things as half-ogres and whatnot in play at very low level, many times, and I am familiar with the significance of a big Strength.

I never dismissed the low-level comparisons. Getting 2 racial HD to start with, even if they got a +1 LA with it, would not seriously hamper the character at low level. Being able to manifest a few more 1st-level powers per day is of little import at 4th-level or so, so missing out on 2-3 manifester levels is no biggie for the most part. A crossbow will deal plenty of damage at that level, and really they're better off taking proficiency in a greatsword and mauling foes with their decent HP and good Strength, until they gain enough psionic levels to be a formidable manifester. Having 2/3rds or 3/4s the number of HD as the rest of the party isn't really a paper tiger, it's like playing the rogue or the wizard rather than the fighter, and really, the Kri'Loroth are better-built to play such roles anyway.

Your comparison with the half-giant is flawed, by the way. The Kri'Loroth is tougher and more talented in most stuff than the half-giant, and lacks only 1 class level over the H-G, but actually has 1 more hit die than the H-G. You grossly overestimate the damage boost from +2 Strength and wielding Large weapons, I've seen half-ogres do much worse than an XPH half-giant ever will, and even half-ogres have their share of weaknesses. I've also seen the effects of a 10-foot reach, which you underestimate, and the -1 attack/AC for being size large is fairly unimportant (the Kri'Loroth's Str/Dex bonuses make up for it anyhow).

The Kri'Loroth receives at least as many extra PP as the half-giant, and only grows more with level (their 2 racial HD mean they get +2 PP minimum).

While I said that psionic feats are generally more powerful, and it's true, it's not always so, of course. Psionic Endowment blows compared to Spell Focus, for instance. But other stuff is pretty powerful. Psionic weapon? Greater psionic weapon? Deep impact? Fell shot? Several psionic feats grant larger boosts for the cost of a mere feat, and psionic focus is of little import with many of these. Spending a round, or a move action with Psionic Meditation, is not that bad in many of these cases (at least with PM, which can make it pretty easy to blast through stuff with stuff like Empower Power + any power followed by Quicken Power after a move-action psionic focus).

3.5 certainly made some psionic feats weaker, but generally many of them are more powerful in some ways. Given the variety and potency of them, their slightly limited selection is not nearly so limiting as you overestimate it to be. For a race designed to be strong psionically, 2 bonus psionic feats is pretty significant, but neither is it so significant as some earlier posters think it is. Psionic feats may be a bit more limited in scope, but they're often more potent in some way, and thus gaining 1 bonus psionic feat is only slightly less great than getting 1 bonus feat of any type, but for a race that is naturally psionic, they're more useful. A non-psionic race has to actually bother taking a psionic class in order to qualify for such feats, which would make the feats less valuable, so for instance while humans have the option of taking psionic feats, they wouldn't actually meet the prerequisites unless they take the right class. Kri'Loroth are automatically psionic and thus qualify immediately, so they can go right into Fighter, Wizard, or Rogue for instance and have 2 very useful psionic feats. Psionic Weapon and Psionic Charge, perhaps, for example.

Having a bonus to all ability scores isn't something to be sneezed at, because if it were just the same as +2 to three ability scores, you wouldn't be giving them +2 to everything. Even infrequently-used ability scores for a character can be significant sometimes. The wizard can't always fly, sometimes he has to climb or swim, for instance, which means relying on Strength skills.

Using feats as a baseline for measuring classes and races is the best measurement we have available. I'm not saying all feats are worth their opportunity cost, but generally, a houseruled minor variation on a feat would suffice well enough even if the original feat is a bit unbalanced. Only an idiot would say that +2 Str is equivalent to infinite Weapon Focus feats, for instance. No one will ever use an infinite number of weapons. Practically, +2 Str grants a melee attack bonus similar in worth to the average number of melee weapons used by characters, which is something like 2 (warriors may use more, but others are likely to use perhaps melee touch attacks and something like a dagger or quarterstaff, or they'll use something like a spiked gauntlet for close-in fighting and a greatsword the rest of the time). Unarmed strikes, natural weapons, and melee touch attacks count for this purpose, as they're relevant, so even mages and psions have a use for Strength sometimes even if they don't directly use it much. I base my calculations on averages and typical ranges, not stupidly broad generalizations.

Oh, and if you think these comparisons are invalid, you're an idiot. Sorry, but if you can't accept some manner of comparison, you're an idiot to think anyone could ever measure the worth of something in the game. There's no way to measure something if you think that every method of comparison is without merit. It's aggravating to see how casually and stupidly you dismiss enlightened opinions from folks just because you don't see how their calculations and comparisons hold any value. You refuse to do any of this yourself, so you just keep wasting our time trying to show you the light. And then you say "I just don't think that has any real value, it's pointless." I think you fail to see your own broken logic. Otherwise you never would've started this thread on the false premise that you wanted folk's analysis and such. And now, I'm degenerating into frank insults out of disgust at your horrid, abominable false logic, because I cannot stand fools who think themselves logical yet stubbornly refuse to see anyone else's true logic. Thanks for wasting a few hours of my time on your arrogantly stubborn and foolish thread.
 

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I'll get to your other post later sometime. My comments in the quote are using this as usual.

Arkhandus said:
Kri'Loroth Aberration 2, Psion (Kineticist) 18
HD: 2d8+18d4+60+20 (134 hp) 2d8+18d4+60 = 117
AC 10
Initiative +1
BAB +10/+5
Fort +9, Ref +7, Will +16
Size Large
speed 30 feet
space/reach 10 ft./10 ft. incorrect, 5' reach
grapple +10/+5
Str 10, Dex 12, Con 16, Int 22, Wis 15, Cha 14
Full Attack: Large shortspear +9/+4 melee (1d10/x3); or 2 Large clubs +10/+5 ranged (1d8)incorrect, cannot use large weapons without penalty or spending a feat
Manifester level 18
431 power points 280 + 54 (stat) + 20 (racial) = 354 pp
33 powers known
maximum power level 9
Feats: 13, 7 any plus 6 psionic 7 any, 4 psion bonus, 2 psionic
Skills: 25 skill points from Aberration hit dice, 115 skill points from Psion levels, 140 total
not sure how and when stat boosts were added, so I'll just assume this is correct for now
Kri'Loroth traits factored in (weak build, psychic voice, low-light vision, psi ability, +1 power point per hit die, 2 bonus psionic feats, favored class = any psionic class)

Human Psion (Kineticist) 20
HD: 20d4+40+20 (110 hp) 20d4+40 = 91.5
AC 10
Initiative +0
BAB +10/+5
Fort +8, Ref +6, Will +13
Size Medium
speed 30 feet
space/reach 5 ft./5 ft.
grapple +9/+4
Str 8, Dex 10, Con 14, Int 20, Wis 13, Cha 12
Full Attack: Shortspear +9/+4 melee (1d8-1/x3); or 2 clubs +10/+5 ranged (1d6-1)
Manifester level 20
407 power points 343 + 50 (stat) = 393pp
36 powers known
maximum power level 9
Feats: 13, 8 any plus 5 psionic 8 any, 5 psion bonus
Skills: 140 skill points from Psion levels
Human traits factored in (+1 skill point per level, bonus feat, favored class = highest-level class)

There are a few things edited in there above, I am guessing you missed my earlier couple of posts (edited the first one awhile ago, mentioned it in a different post).

Arkhandus said:
Differences: Kri'Loroth has 24 more HP 25.5 , +1 greater Initiative, +1 more Fortitude, +1 more Reflex, +3 more Will. Kri'Loroth has a 10-foot reach incorrect Kri'Loroth has +1 more on grapple checks. Kir'Loroth has 24 more power points actually 39 less, but 2 fewer actual manifester levels and 3 fewer powers known of 9th level . Kri'Loroth wields bigger weaponsincorrect, generally deals 1-2 more damage per hit. Kri'Loroth has to spend its initial 25 skill points a bit differently, but the difference in skill totals and the usefulness of the skills is minimal.noticible however, definately a difference

With those 3 9th level powers comes a whole lot more flexibility. Trading 2 manifestor levels, 3 9th level powers, and 39 pp in order to get 25.5 more hp, better saves and a +1 to grapple checks. There are a few minor things here and there but overall they wash out pretty well.

Arkhandus said:
Altogether, this is very close to a +1 Level Adjustment worth of extra stuff for the Kri'Loroth, despite the 2 missing manifester levels (which only really cost them a few meager powers known, and a minor reduction in the maximum number of power points the Kri'Loroth can spend on augmentations and metapsionics).

The extra stuff looks like an odd tradeoff, but not into the +1 LA shift. Going by your odd feat way of counting things 3 9th level powers is equivalent to 3 feats from a person who manifests powers of 10th level or higher. I guess that would make them equivalent to epic level feats. How many regular feats are epic level feats worth? Is there a feat that grants a+1 manifestor level all of the time? No, overchannel doesnt do that, so how many feats is that worth?

A minor reduction in max pp? Then I guess the number of bonus hp is very minor, as it is 2/3 of the pp lost.

2 manifestor levels makes for shorter durations and easier to dispel. Dispel is the biggest bane of the psychic warrior, and it can be pretty rough for the psion as well. It also cuts the max number of pp that can be spent, useing overchannel only helps to mitigate this, the psion could do the same and get keep the difference ahead.

Arkhandus said:
The Kri'Loroth's Psi Ability combined with the Overchannel feat and such allow them to pretty significantly boost their manifester level and powers through augmentation and stuff, so the loss of 2 manifester levels is laughable in how little it will ever be noticed, and I doubt it would ever really weaken the Kri'Loroth at such levels.

So, +1 to +3 is 'a significant boost' but the loss of 2 manifestor levels is not a 'significant loss'?

Being able to spend a feat and a bunch of hp (overchanneling powers above level 3 will always deal damage, no option to expend focus) to regain those lost manifestor levels pretty well destroys that hp boost again. 5d8 averages 22.5. So, after a single manifestation to make up for the loss (pushing up to manifestor level 21) takes away nearly all of the bonus hp. Along with being 39 pp behind, so cutting into those faster.

Yes, it is noticable. Having your spells last for shorter durations is a big hinderance at low levels (1 round vs 3 rounds is huge, 3 rounds vs 5 rounds is also huge, 18 rounds vs 20 tends to not be as big, but that is much higher level) at higher levels having your stuff dispelled 10% more often can really cut into how well your powers actually work. Or SR/PR letting your foes ignore your powers 10% more of the time? Ouch.

The extra LA does not seem very cut and dried looking at it from this angle. The two guys look pretty equivalent.
 

I've given you examples using the RAW to use as a guide. You agree with the ones you like, and argue that the ones you don't like are broken. However, you seem to like having it both ways, and seem stuck on one particular template as to powerful but broken at the same time, and almost all others are not.

Here's an LA +1 base race with 2 Racial HD.
SRD said:
LIZARDFOLK AS CHARACTERS
Lizardfolk characters possess the following racial traits.
— +2 Strength, +2 Constitution, –2 Intelligence. Your race is far superior
—Medium size. You break even here, though you do have reach being large
—A lizardfolk’s base land speed is 30 feet. Being large, unless you specify, base speed is 40', so slight advantage there, though my guess is this is just an oversite on your part.
—Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. Abberation levels are slightly better, but not much (They account for the low light vision)
—Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. Slightly better since you have no racial class skills, but I believe that is an oversight on your part
—Racial Feats: A lizardfolk’s humanoid levels give it one feat. Same as the 2 aberation levels.
—Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields. Same as the 2 aberation levels, though don't think you get shields
— +5 natural armor bonus. definately an advantage, though this is probably close to the same power level as the 2 psionic feats and the psi ability
—Natural Weapons: 2 claws (1d4) and bite (1d4). argueably about the same level as the bonus PPs, not a huge issue.
—Special Qualities (see above): Hold breath. Basicly a bonus feat, but a very limited one.
—Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
—Favored Class: Druid.
—Level adjustment +1.

So, they line up reasonaly equal to or better than the Lizardfolk. So, at least an LA +1 with the 2 racial HD is right.

You agree that your sample size is small, but then say it's not your fault? If you're testing out a race, you should build several different builds and track the results of those builds over the levels. In every example I've seen of a 20th level character, the issues of the improved stats has shown that it is quite good. I can do one easily, so I will.

Atribute bonuses were not added, but could easily be added to Str, Dex, or Con without changing anything realy big.
Assuming average rounded up for HD

Kri'Loroth Fighter 18
HD: 2d8+18D10+60 (181)
Init: +3
AC: 12 (F:9, T: 12)
BAB: +19
Fort +14, Ref +9, Wil +11
Abilities: Str 18, Dex 16, Con 16, Int 14, Wis 14, Cha 10
Size: Large (10x10)
Speed: 30' (Assuming that's what you wanted)
Reach: 10'
Grapple: +22 (Not +26 for large size still? not sure how the weak build works)
Melee: +22, +4 or 6 to damage
Ranged: +21
Feats: 7 normal, 10 fighter, 2 psionic
Skills: 20 racial, 72 fighter
PP: 20

Human Fighter 20
HD: 20D10+40 (164)
Init: +2
AC: 12 (F:10, T: 12)
BAB: +20
Fort +14, Ref +8, Wil +7
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 8
Size: Medium
Speed: 30'
Reach: 5'
Grapple: +23
Melee: +23, +3 or 4 to damage
Ranged: +22
Feats: 8 normal, 11 fighter (Human feat is an extra normal feat at 1st)
Skills: 92 fighter
PP: 0

You end up loosing out on to hit bonus (And 1 itterative attack, though at -15), gaining almost 20 hp, gaining +1 Ref and +4 Will save, AC is nearly identical, you get reach, and do a bit more damage due to increased strength. Skills are almost a wash (Fighter probably has a slightly better selection), and feats are different. You loose out on flexability, but since you can take the psionic feats naturaly, either you gain 1 feat over the fighter (who needs to take wild talent if he wants psionic feats), or you gain access to some of the psionic feats that can be easily usefull (Psionic Dodge, Psionic Body, Speed of Thought) where the normal fighter does not have these. Plus, being large, the Kri'Loroth can carry more (one of the things that doesn't change with the weak build).

So, looking at this, and the other compairisons, I do think that +1 LA is called for in addition to everything else. I could see more, but at least +1 LA and 2 Racial HD.

LA <> Racial HD as a modifier. Quick proof (Assuming that your race is now a +2 LA instead of +2 Racial HD.

Kri'Loroth Fighter 18
HD: 18D10+54 (166)
Init: +3
AC: 12 (F:9, T: 12)
BAB: +18
Fort +14, Ref +9, Wil +8
Abilities: Str 18, Dex 16, Con 16, Int 14, Wis 14, Cha 10
Size: Large (10x10)
Speed: 30' (Assuming that's what you wanted)
Reach: 10'
Grapple: +21 (Not +25 for large size still? not sure how the weak build works)
Melee: +21, +4 or 6 to damage
Ranged: +20
Feats: 7 normal, 10 fighter, 2 psionic
Skills: 84 fighter
PP: 18

Still somewhat compairable to the 20th human fighter, though yes, slightly inferior in a few critical ways. Not gamebreaking, and some people could call this balanced.

So, LA +2, or LA +1 and 2 Racial HD seem about right, given this and the other examples.

You want more, make them yourself. While I appreciate the chance to discuss abstract ideas like LA and RHD, I don't need to be building fake characters for you to test your race. That should be something you do.

Honestly, I think you're too close to this, being your baby, to take much of this criticism as it is intended. You've been defensive in your responces, and have generaly come accross as rude, and unwilling to see anyone elses point. I'm not trying to name call, or attack you, simply tell you how you have come accross to me so far, and how it seems you have come accross to several others based on comments here.

Again, hope this helps.
 

I'll post without quoting too much to save some space.

Arkhandus, I was not the first to throw stones, but you are right in that I should not have responded to it. Still, if you go into a hospital and ask for help and someone pokes you in the eye and tells you to get out how would you respond? Not exactly the same level here of course, but close enough. I now remember why I rarely come to the boards, there are a few very nice people surrounded by a mass of rudeness waiting to well up at a moments notice. Ahh well..

As for larger ability score boosts being worth more than multiple small ones there are a few ways to look at it.

First, it is easier to min/max. Bigger numbers generally = bigger boom. Not always, but having a +6 to str is 'much' easier to max out than a +2 str, +2 dex, +2 con.

Second, looking at point buy. Higher stats tend to cost more, sometimes much more. Shifting from a 16 to a 20, while only being a +2 on the modifier, is 'much' more impressive than two 16's to 18's. (point buy equivelance of 28 vs 12 for the bonus shifts)

Thirdly, having multiple smaller stats some are more likely to be less than useful for your build. This is why something like the 'belt of magnificence' costs as little as it does. While it is very useful most classes can only make real use of about 3 of the stats on it with some peripherals here and there.

Fourth, looking at enhancement bonuses. These scale up quadratically. +2 = 4k, +4 = 16k, +6 = 36k. Two +2's are 8k, or if you want to go with one item that does both then 12k, still less than the +4. (inherant bonuses are an exception to this rule, mainly I think because of the huge, huge cost behind them to begin with, also with their assumed rarity and need to place them all at once, if you already have a +2 inherant and want a +3 you have to pay full price for the +3)

Fifth, looking at other bonuses in the game they work the same way. Having a +1 ring of protection isnt half as much as a +2 ring of protection.

Sixth, skill focus vs +2/+2. +3 to a single skill vs +2 to two skills. The single bonus is generally considered to be better (especially from a min/max point of view).

With this, and likely other factors I have forgotten to mention, I think it is reasonable to say that a higher bonus tends to be better than multiple lower ones.

Arkhandus said:
Being able to manifest a few more 1st-level powers per day is of little import at 4th-level or so, so missing out on 2-3 manifester levels is no biggie for the most part.

Had to quote this one. Tell the wilder that him having 1 power vs the psions 3 'isnt a big deal'. Tell the character who has 1 round of duration instead of 3 that it 'isnt a big deal'.

Plus, putting on a +1 LA would shift this to a manifestor level of 3, which I assume is why you put the 2-3 in. Now at 2 we are looking at missing 2 - 5 powers, at three we are looking at 3 - 7 powers, that is a 'huge' shift in versitility and overall power. Not to mention the additional loss of duration, dispel resistance, and SR penetration. That is a big hurt, and definately not a 'no biggie' in any stretch of the imagination.

These are things that will crop up every single encounter and likely multiple times per encounter.

As for the half giant however, he is an odd beast. For this comparison mainly because he is only LA vs a guy who had HD.

Still though, lets check:

Human psychic warrior 3
Hit Dice: 3d8+3 (avg 20)
Initiative: +1
Abilities: Str 14, Dex 13, Con 12, Int 10, Wis 15, Cha 8
Armor Class: 19 (+8 full plate, +1 dex), touch 11, flat-footed 18
Base Attack/Grapple: +2/+4
Attack: Greatsword (2d6+3 19-20/x2, +4), Mighty +2 Composite Longbow (d8+2 20/x3, +3)
Skills: 18 skill points from psychic warrior list
Saves: Fort +4, Ref +2, Will +3
Feats: 3 any feats, 2 psychic warrior feats (fighter + psychic)
PP: 6
Powers: 3 1st level powers
Manifestor level: 3

Half-giant psychic warrior 2
Hit Dice: 2d8+4 (avg 16.5)
Initiative: +0
Abilities: Str 16, Dex 11, Con 14, Int 10, Wis 15, Cha 8
Armor Class: 18 (+8 full plate), touch 10, flat-footed 18
Base Attack/Grapple: +1/+8
Attack: Large Greatsword (3d6+4 19-20/x2, +4), Mighty +3 Large Composite Longbow (2d6+3 20/x3, +1)
Skills: 10 skill points from psychic warrior list
Saves: Fort +5, Ref +0, Will +2
Feats: 1 any feat, 2 psychic warrior feats (fighter + psychic)
PP: 4
Powers: 2 1st level powers
Manifestor level: 2
Special: Low light vision, fire acclimation, powerful build, psionic stomp 1/day

Now, while the half-giant does 'way' more damage on a swing than the human (avg of 10 for the human and 14.5 for the halfgiant) I would 'much' rather play the human. Many more options, more hp, better BAB, almost twice as many skill points, generally better saves, more feats, more pp, more powers, higher manifestor level. There really wouldnt be much of a choice for me power wise, which breaks the acid test.

For higher levels:
Human psychic warrior 20
Hit Dice: 20d8+20 (avg 113.5)
Initiative: +1
Abilities: Str 14, Dex 13, Con 12, Int 10, Wis 20, Cha 8 (all 5 points to wisdom)
Armor Class: 19 (+8 full plate +1 dex), touch 11, flat-footed 18
Base Attack/Grapple: +15/+17
Attack: Greatsword (2d6+3 19-20/x2, +17), Mighty +2 Composite Longbow (d8+2 20/x3, +16
)
Skills: 69 skill points from psychic warrior list
Saves: Fort +13, Ref +7, Will +11
Feats: 8 any feats, 8 psychic warrior feats (fighter + psychic)
PP: 177 = 127 (base) + 50 (stat)
Powers: 20 psychic warrior powers
Manifestor level: 20

Halfgiant psychic warrior 19
Hit Dice: 19d8+38 (avg 127) (13.5 more)
Initiative: +0
Abilities: Str 16, Dex 11, Con 14, Int 10, Wis 20, Cha 8 (all 5 points to wisdom)
Armor Class: 18 (+8 full plate), touch 11, flat-footed 18
Base Attack/Grapple: +14/+21
Attack: Greatsword (3d6+3 19-20/x2, +17), Mighty +2 Composite Longbow (2d6+2 20/x3, +14)
Skills: 44 skill points from psychic warrior list
Saves: Fort +13, Ref +6, Will +11
Feats: 7 any feats, 7 psychic warrior feats (fighter + psychic)
PP: 164 = 115 (base) + 47 (stat) +2 (racial)
Powers: 19 psychic warrior powers
Manifestor level: 19
Special: Low light vision, fire acclimation, powerful build, psionic stomp 1/day

here is the comparison at level 20. I am not sure under what conditions I would really want to play the halfgiant.. maybe if I was going for surpreme grappler and there was only a very limited number of grappling feats to be had.

The overall differences of human vs halfgiant here are:
Pros for halfgiant: 13.5 more hp, +4 grapple, +d6 weapon damage, low light vision, fire acclimation, psionic stomp 1/day
Pros for human: AC +1, initiative +1, BAB +1, +2 attack on ranged, 25 more skill points, reflex +1, 1 any feat, 1 psychic warrior feat, 13 more pp, 1 more 6th level psychic warrior power, 1 more manifestor level

Out of those I feel these are the most important:
Halfgiant: 13.5 hp, +4 grapple, +d6 weapon damage, low light vision
Human: +1 AC, 25 more skill points, 1 any feat, 1 psychic warrior feat, 13 more pp, 1 more 6th level power, 1 more manifestor level

I dont feel that this is particularly even. Depending on how often grapple comes up in your games you might disagree however. But then if the human used his 25 more skill points to help get out of the grapple, or his feats to be better or avoid it, or his 20 pp to win somehow, or his extra power to do something about it.. ::shrugs:: If it is a choice of 'which would be picked more often given this comparison' the halfgiant loses big time.

Which brings me to the point. If I feel there is little reason to pick the halfgiant in this comparison why compare the halfgiant to the Kri'Loroth? The halfgiant has already been shown to be inferior, trying to be even with something inferior seems odd.

Still, at low levels the halfgiant would have basically the same thing. He can hit much harder and he'll be ahead by a level of psychic warrior.

Kri'Loroth psychic warrior 1
Hit Dice: 3d8+6 (avg 23)
Initiative: +2
Abilities: Str 16, Dex 15, Con 14, Int 12, Wis 17, Cha 10
Armor Class: 18 (+8 full plate, +1 dex, -1 size), touch 10, flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Greatsword (2d6+4 19-20/x2, +3), Mighty +3 Composite Longbow (d8+3 20/x3, +2)
Skills: 15 skill points for base race skills ,3 skill points from psychic warrior list
Saves: Fort +4, Ref +2, Will +6
Feats: 2 any feats, 1 psychic warrior feats (fighter + psychic), 2 psionic feats
PP: 4
Powers: 1 1st level power
Manifestor level: 1
Special: Low light vision, psi-ability

Half-giant psychic warrior 2
Hit Dice: 2d8+4 (avg 16.5) (worse by 6.5)
Initiative: +0 (worse by 2)
Abilities: Str 16, Dex 11, Con 14, Int 10, Wis 15, Cha 8 (worse)
Armor Class: 18 (+8 full plate), touch 10, flat-footed 18 (same, same, better)
Base Attack/Grapple: +1/+8 (same, better)
Attack: Large Greatsword (3d6+4 19-20/x2, +4), Mighty +3 Large Composite Longbow (2d6+3 20/x3, +1) (better to hit and much better on damage for melee, worse to hit but much better on damage to ranged)
Skills: 10 skill points from psychic warrior list (worse, mainly just from sheer numbers however)
Saves: Fort +5, Ref +0, Will +2 (better, worse, worse)
Feats: 1 any feat, 2 psychic warrior feats (fighter + psychic) (worse)
PP: 4 (same)
Powers: 2 1st level powers (better)
Manifestor level: 2 (better)
Special: Low light vision, fire acclimation, powerful build, psionic stomp 1/day (at this level, better)

So, much like the human, if you want to do a lot of damage early on the halfgiant is the way to go. Definately over all worse however, unless you are going for a grappler again.

The halfgiant has 6.5 less hp, 2 less initiative, 1 more flatfooted ac, +4 grapple, 3.5 more average damage for the dice in melee, +1 to hit in melee, 2.5 more average damage for the dice for ranged, -1 to hit with ranged, 15 less skill points to the racial Kri'Loroth (well duh), 7 more psychic warrior skill points, +1 fort, -2 reflex, -4 will, 1 less any feat, 1 more psychic warrior feat, 2 less psionic feats, 1 more first level power, 1 more manifestor level.

If what you care about is hitting hard and/or grappling then halfgiant is for you. If not then Kri'Loroth is better.

Kri'Loroth psychic warrior 18
Hit Dice: 20d8+40 (avg 133.5)
Initiative: +2
Abilities: Str 16, Dex 15, Con 14, Int 12, Wis 22, Cha 10 (all 5 points into wisdom)
Armor Class: 18 (+8 full plate, +1 dex, -1 size), touch 10, flat-footed 17
Base Attack/Grapple: +14/+17
Attack: Greatsword (2d6+3 19-20/x2, +16), Mighty +3 Composite Longbow (d8+3 20/x3, +15)
Skills: 15 skill points for base race skills, 54 skill points from psychic warrior list
Saves: Fort +13, Ref +8, Will +15
Feats: 7 any feats, 7 psychic warrior feats (fighter + psychic), 2 psionic feats
PP: 177 = 103 (base) + 20 (racial) + 54 (stat)
Powers: 18 psychic warrior powers
Manifestor level: 18
Special: Low light vision, psi-ability

Halfgiant psychic warrior 19
Hit Dice: 19d8+38 (avg 127) (6.5 less)
Initiative: +0
Abilities: Str 16, Dex 11, Con 14, Int 10, Wis 20, Cha 8 (all 5 points to wisdom)
Armor Class: 18 (+8 full plate ), touch 11, flat-footed 18
Base Attack/Grapple: +14/+21
Attack: Greatsword (3d6+3 19-20/x2, +17), Mighty +2 Composite Longbow (2d6+2 20/x3, +14)
Skills: 44 skill points from psychic warrior list
Saves: Fort +13, Ref +6, Will +11
Feats: 7 any feats, 7 psychic warrior feats (fighter + psychic)
PP: 164 = 115 (base) + 47 (stat) +2 (racial)
Powers: 19 psychic warrior powers
Manifestor level: 19
Special: Low light vision, fire acclimation, powerful build, psionic stomp 1/day

So the half giant has differences as follows:
6.5 less hp, 2 less initiative, +4 grapple, +d6 melee weapon damage, +1 to hit in melee, +2.5 avg dice damage in ranged, -1 to hit in ranged, 15 less skill points from Kri'Loroth racial list, 10 less skill points from psychic warrior list, 2 less reflex, 4 less will, 2 less psionic feats, 13 less pp, 1 more psychic warrior power of level 6, 1 more manifestor level.

Actually more even than I thought it would be.

So, considering the comparison between the human, halfgiant, and Kri'Loroth the human is generally better than the half giant except in gross damage output per hit and grappling, the Kri'Loroth is better than the half giant except in the same way.

Arkhandus said:
While I said that psionic feats are generally more powerful, and it's true, it's not always so, of course. Psionic Endowment blows compared to Spell Focus, for instance. But other stuff is pretty powerful. Psionic weapon? Greater psionic weapon? Deep impact? Fell shot? Several psionic feats grant larger boosts for the cost of a mere feat, and psionic focus is of little import with many of these. Spending a round, or a move action with Psionic Meditation, is not that bad in many of these cases (at least with PM, which can make it pretty easy to blast through stuff with stuff like Empower Power + any power followed by Quicken Power after a move-action psionic focus).

So let me get this straight. Only being able to really use one of these feats in a round at a given time is ok? Even though that is only after spending yet another feat just to be able to do so, making a skill check, possibly provoking an aoo, and even then you cant use more than one of any of them in a given round without spending at least 2 other feats?

Psionic focus is a 'major' drawback. Brushing it off lightly is just a bad move. Try telling the high level fighter that his weapon specialization now does more damage, but it is only useable once per round, and only that if he spends yet another feat and cant take full round attacks ever if he wants to do it. Which is better then?

At low levels, sure, you have a 1/battle ability (spending a full round action and then failing your concentration check sucks, believe me) that can be impressive. Of course, if you spend focus and miss on that attack then you basically have a wasted feat slot for that battle.

They are certainly not more powerful than normal feats. In fact, given their inherant limitations, especially at high level, I would consider them much weaker.

As another example, remember your mage guy? He picks up spell penetration because sometimes his spells are resisted and he doesnt like it. The psion thinks the same thing, but then remembers that if he uses it he cant use any other metapsionic feats or any other feats that require focus, he also must pick up psychic meditation, make a skill check, and even after all of that if he doesnt know whether or not the enemy has SR he has to guess. Whereas the mage never thinks about it again, he always adds it and doesnt worry. For all of that headache the psion gets double the bonus when he actually does use it, poor compensation considering the hassle.

Arkhandus said:
Using feats as a baseline for measuring classes and races is the best measurement we have available.

Not every feat is created equal. Plus, what if people disagree on how many feats something is worth? How much is an 'any' feat worth? a wizards bonus feat? a psionic feat? one of the monks choices of two feats? If they are all worth 'one feat' then something is wrong with the feat equivalency system.. but then if you say that some are worth 'more than one feat' then there is another problem, catch 22.

There are just too many inherant problems with such a system. One person says that str is worth 4 feats and another says it is worth 2 feats. Who is right? How can one even tell? They both have their reasons and each makes sense, so maybe you put a range on it, or say it is relative to class, or say it is relative to race, or both, or something else entirely. Now we have a problem. If we give it a range (say, 2 -4) then by the end we have something like 40 -120 for a given race. Huge error bars. Each person will wind up having completely different numbers.

It strikes me the same as the point equivalence that people were trying to put various races and classes to. Everyone had a different idea of how much each thing was worth so the point values were horribly skewed and unreliable.

For the comparisons I have done I have tried to line up all of the things that are the same as closely as possible and then list out all of the differences. Now, while people can still say, 'well, I feel that initiative is god, so any bonus to that trumps all others', but at least we have an easy reference comparison point of everything boiled down. I just dont see your feat equivilancy system ever doing that. Especially as there are many, many things which feats simply do not cover and you would have to make guesses which could wind up being wildly inaccurate for actual use (how many feats is a point of BAB worth for example, how many antifeats is having the -1 to ac for being large, do we use toughness or improved toughness as a benchmark and why? the list goes on and on).



Now, I am going to ignore the rest of your post because it is a whole lot of complaining, ranting, and general nastiness.
 

No other race has as many feats as a human. Yours does. Why?

Why do they need to equal humans at their schtick, while simultaneously having their own?

Just as a sidenote, you are the initiator of the nastiness, not the victim. If you see it otherwise, as an external observer, reading this thread for the first time, I am pointing it out for you, perhaps you can use that criticism, also.
 
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Scion, I have a suggestion, which I imagine you will disregard, but please, just hear me out.

Take your race and assume fully that someone else created it. What questions would you ask them? Would you perhaps ask about the context of this race? Would you perhaps ask why (as many have said) this race tries to outdo humans? Is there a reason why this race seems to be based around a class (or set of classes), and if so, are there perhaps better ways to drive a race towards a certain stereotypical class role?

Try to view what you have created with a critical eye yourself, instead of waiting for other people to try and tear it down. It's clear that you like this race. Personally I think it is interesting, and has a great deal of potential, but your attitude about it is one that I really have to laugh off.

You've done some amazing work (as have a few others) comparing various aspects of this race. It is clear that in your mind it is perfectly balanced, and that should be the end of it. You no longer need to defend your race to all of us, use it and have fun, that's the point of the game.

And please, try to stop attacking people when they politely point out ways you could approach this problem differently.
 

Scion said:
Now, I am going to ignore the rest of your post because it is a whole lot of complaining, ranting, and general nastiness.

La la la I can't hear you la la la...

Hands up to stop trying to give free therapy?

Cheers, -- N
 

Be wary, as with most other posts in this thread, this one is quite long.

Kri'Loroth
• 2 Racial hd (aberration)
• +2 Strength, +2 Dexterity, +2 Constitution, +2 Int, +2 Wis, +2 Cha: Kri'Loroth are made to be good at what they do (and it helps to make up for having few of the large size benefits)
• Large Sized
• Weak Build (opposite of powerful build, functions in most ways as though they are medium size)
• Low Light Vision (instead of darkvision)
• Psychic Voice: The Kri'Loroth psychic ability allows them to create a voice as a normal creature with vocal cords. Covering their entire head will block sound in a normal fashion.
• Naturally Psionic: +1 PP/hd
• Psi Ability: Whenever manifesting metaphysical weapon or inertial armor the Kri'Loroth powerful natural talent kicks in and pays for up to 2 points of augmentation for free (this cannot go above the normal maximum for augmentation). Every 4 levels of a psionic class the Kri'Loroth may pick another defensive power to gain this ability as well.
• Automatic Languages: Kri'Loroth, Common, Bonus Languages: Celestial, Infernal, Abyssal (Kri'Loroth often search for their origin and have constant exposure to unearthly languages)
• 2 Bonus psionic feats
• Favored class: Any psionic class

I thought that I would take a look at your race a little differently than putting together builds, which you feel justify your class and others feel show its problems. Instead, let’s look at each adjustment and its goals.

2 Racial HD: A supposed balancing tool, we’ll come back to this to see how well it works at the end.

+2 stats across the board: This indicates that relative to a human (the base) that the Kri'Loroth are better in every aspect. When looking at other standard races (aside from human) we can see that this is not generally the accepted way to create a PC race. On it’s own it seems over powered, but we will look at it in total later.

Large Size / Weak Build: Let’s look at these together. You claim that flavor has nothing to do with balance, but here are two flavor aspects that you have used to try and balance your race. STOP, let me finish before you respond. Large size can be both a benefit and weakness, completely dependent on the type of campaign and the general theme of the world. If most of the adventuring takes place in human built dungeons, being large will inevitable cause problems. On the other hand, being large really doesn’t affect gameplay that much if your campaign takes place primarily outdoors. However, you have taken Large size and “balanced” it with Weak Build. This is in direct contradiction to the stat bonuses that you have given. If the Kri'Loroth are of “Weak Build” then why do they have a +2 Str and +2 Con? Are you trying to say that +2 Str & Con are not good enough for a large creature and therefore, +2 is actually “weak”? This argument doesn’t fly with me. So basically Large size and Weak Build boil down to flavor choices and since you yourself said that flavor should not influence balancing, these two attributes cannot be considered while looking at the overall race balance.

Low Light Vision instead of Darkvision: Hmmm, a drawback because aberrations normally have Darkvision? That’s a poor excuse for a drawback. No, instead we compare them as “just another race” to humans. Low Light Vision is a benefit over a human, thus it adds to the list of benefits.

Psychic Voice: This again is a flavor element. We will not consider it when looking at balance.

Naturally Psionic: +1 PP/hd: This is the first feature that pigeonholes the Kri'Loroth into a class. You could say that this is a drawback because it is a useless ability if the character is not of a Psionic class, but it does not adversely affect a Kri'Loroth who plays any other class. You will notice that the PP addition for races in EPH is a flat rate at first level. While the Kri'Loroth have a low addition per hd, they still get 1 PP per hd, making this ability more powerful than the Naturally Psionic races presented in EPH.

Psi Ability: Here again the Kri'Loroth have an advantage over the races presented in the EPH. Those races get a flat benefit that they can manifest a certain number of times per day. The Kri'Loroth gain their benefit whenever they use certain powers and can add to that power list based upon their level.

Automatic Languages: Flavor, I’ll ignore it.

2 Bonus Psionic Feats: This again tells us that the Kri'Loroth are meant to be pigeonholed into a specific set of classes. What this also tells us is that within those classes the Kri'Loroth are at least as adaptable as humans. The problem with this ability is two fold. First, it detracts from the human. If I am choosing a psionic class, I now have very little reason to even consider a human character. Second, with the already extensive list of benefits that the Kri'Loroth get, this is adding yet another “over the top” ability. You have claimed that Psionic Feats are not as good as the vast array of feats that a human gets, but within the confines of a psionic class, this argument is false. And since you have geared this race towards those classes, this must be considered solely a benefit.

Favored Class: Any Psionic Class: Although I would say this is at least partially flavor, it is once again more than any race presented in the EPH or PHB.

What we are left with is a race that has essentially no non-flavor drawbacks and a veritable mountain of benefits. You have worked out a number of scenarios showing what you believe to be perfect balance in your race, but I would say that every example that you have presented has shown the Kri'Loroth to be a superior choice. The “drawbacks” that you point out are not the sort of character determining drawbacks that a present between a choice of human and elf for instance. You can go on and on about how the stats look balanced, but what you aren’t looking at is: Why would someone choose to play a human (or Half-Giant or Githzerai or etc) over a Kri'Loroth? As it stands now, those choices would mostly be made on the basis of flavor, which as you have said plenty of times, we cannot consider in balance. Therefore I would say that the Kri'Loroth will win nearly every choice. Thus my GUT feeling that this race is overpowered for a general *PC* race.

Its one balancing aspect is the 2 racial hd. In *my opinion* this, by itself, does not balance out the benefits. Unlike others, I would *not* suggest a level adjustment, rather you simply need to adjust some of the benefits and perhaps add some different drawbacks into the mix.

If, however, you wish to disregard this argument, there is nothing that I can do to stop you. If you truly want to fine tune the Kri'Loroth, you MUST be willing to look critically at what you have created, and not simply defend it against all comers. There are people who have posted here who have been less than constructive, but even those who have offered real arguments and demonstrations meet with your wrath. You have not made a lot of friends with this discussion and your attitude of “respond in kind” is immature at best. If your real goal with this post is to get feedback on this race, then you should not demand “proof” at every turn. People are presenting where they think the race fails, it is up to you to test these ideas out and decide whether or not they are valid. So far, you have been unwilling to truly put the Kri'Loroth to the test (and by “the test” I do not simply mean thowing together some comparisons) and you have been unwilling to accept the mere idea that there *may* be problems with what you have created. Open up a little. Maybe the Kri'Loroth work for you, but if you want other people to accept them as well (is that a goal of yours?) it is clear that it will take some work, and not simply a defense.

Finally, let me present the adjustments I might make:

Kri'Loroth
• 2 Racial hd (aberration)
• -2 Strength, -2 Constitution, +4 Int, +4 Wis, +4 Cha
• Large Sized
• Weak Build (opposite of powerful build, functions in most ways as though they are medium size)
• Low Light Vision (instead of darkvision)
• Psychic Voice: The Kri'Loroth psychic ability allows them to create a voice as a normal creature with vocal cords. Covering their entire head will block sound in a normal fashion.
• Naturally Psionic: 2 bonus PP at 1st level.
• Psi Ability: 3/day: metaphysical weapon or inertial armor. The Kri'Loroth powerful natural talent kicks in and pays for up to 2 points of augmentation for free (this cannot go above the normal maximum for augmentation). Every 4 hd the Kri'Loroth may pick another defensive power to add to this list. Manifester level is equal to ½ hd (min 1).
• Automatic Languages: Kri'Loroth, Common, Bonus Languages: Celestial, Infernal, Abyssal (Kri'Loroth often search for their origin and have constant exposure to unearthly languages)
• 1 Bonus psionic feats
• Favored class: Any 1 psionic class (chosen at character creation)

I do not claim that this is perfect, but I believe that it is a start without upsetting the flavor that you were trying to go for.
 

Scion said:
+14 base (one less than the straight psychic warrior) +4 str -1 size = +17 melee for a combined change of -1 to attack vs the psychic warrior.

Yep, missed the size penalty.

Scion said:
So it isnt a direct benefit of the race, it could just as easily come from any sort of multiclassing to get different base saves. Multiclassing in general helps increase base saves most of the time. So, while it is a benefit, it is more of a failing of the system than an actual racial benefit and should be counted as such.

Incorrect, you get this benefit as part of the "balancing flaw" of two racial hit dice. Discounting this would be ... silly.

Scion said:
I actually posted them, but since I only did it on the first page it would be easy to overlook.

Three of the four (five?) psionic skills. And the important ones at that. How exactly is the Kri'Loroth psionic character missing out in any way?

Scion said:
Even in amount, but lesser choice. Human wins.

Really? Well, if that human takes a level of fighter as his first level, he's got a "worse" selection than the Kri'Loroth.

The human psionic doesn't really win here. And the human should be winning, skills and feats are what humans do better than everyone else.

Scion said:
In every way? I listed a bunch of different ways that each was ahead or behind the other.

You listed 3. Two of which the human should be better at.

Scion said:
A big strength is being even? I dont understand, that just doesnt make any sense.

Think of it this way. Bob is the strongest man on earth. Kri'Loroth Bill is the smartest, fastest, and most good looking creature on the earth. He's also just as strong as Bob.

Scion said:
In the case given here the human is ahead in some big ways and the Kri'Loroth is ahead in some big ways. This is very, very far from ahead in every way.

Sorry, my earlier posts had it, but that one slipped through. It should read, "better than the human in almost every way."

Scion said:
making them not large would mean needing to get rid of some of the stat boosts, which then adjusts the rest of the race accordingly, essentially starting over again along with not being in line with the race that it is modeling after.

As Azurecrusader pointed out, "weak build" doesn't make much sense with the stat bonuses you've put out there.

Scion said:
The psi ability could be limited to just the two, do you really feel this is a big balance point? Does haveing a couple of extras as levels go up make it that much more powerful?

It certainly makes it more powerful. Does it make it much more powerful? You don't seem to think so, why?

Scion said:
The baleen whale is interesting. 3d8 hd, +8 str, +4 dex, +4 con, +4 wis, 2+int*6 skill points, +9 natural armor, large size, skills: listen, spot, swim. All he really does is hit hard and is hard to hit, 'very' hard to adjucate. I wouldnt want to try to put an LA on this guy, all of them feel wrong in one way or another.

The anthropomorphic animals show the problems with trying to use racial hit dice instead of LA to help balance a race. At 2 RHD and no LA, the Kri'Loroth are a "no brainer" choice when playing a psionic class. At LA +2, they are a much tougher choice. You appear to think that if they were LA +2, they would be either unplayable or inferior all the time. Why?

Scion said:
along with less skill choice, less feat choice, then I am confused.

Well, you have given the Kri'Loroth the same number of skill points and feats as an equivalent ECL human. Feats and skills are the strengths of the human. I'll say that again, because you seem to be glossing over it. Feats and skills are the strengths of the human. And you are trying to claim that this is a disadvantage. You've given the Kri'Loroth fantastic abilities, and are claiming them as disadvantages. Think about that. Maybe it will help clear some of the confusion.

Scion said:
But the list as I see it again:
Pro: +20hp, +1 ini, +1 damage, low light vision, psi-ability, +1 reflex, +4 will
Con: -1 AC flatfooted, -1 BAB, -1 to hit, lesser skill choice for 20 points, lesser feat choice for 2 feats, 2 less 6th level powers known, 2 less manifestor levels

Definately not better than the human in every way. What has been left out? What about the first line is incredibly powerful compared to the second?

Here, I'll fix it for you:
Pro: +20hp, +1 ini, +1 damage, low light vision, psi-ability, +1 reflex, +4 will, +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha, same number of skill points (certain psionic skills are class skills), same number of feats (must choose psionic feats with two of them)
Con: -1 AC flatfooted, -1 BAB, -1 size penalty to hit, 2 less 6th level powers known, 2 less manifestor levels

Does that help at all?

I think Bront's comparison to the Lizard Folk is pretty spot-on as well.

It appears that you just want to argue with people here about your pet creation. Is that the case?
 

Did we loose Scion? I wanted to hear his replies to my arguements, but he mysteriously stoped posting here.
 

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