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<blockquote data-quote="TheEvil" data-source="post: 2325172" data-attributes="member: 23261"><p>Actually, since they cannot fly in heavier armors without PrCs or feat expenditure, it does tend to limit what classes/styles are usable.</p><p></p><p>Frankly, having read through them, I don't see them as overpowered, and would consider them underpowered for LA+1 (though not a bad off as hobgoblins). </p><p>I will go ahead and do a blow-by-blow response.</p><p> </p><p>at 5th level Human would have:</p><p>1 Extra Feat</p><p>8 Extra Skill points</p><p></p><p>Main advantage - Fully customizable</p><p> </p><p>At 5th a Raptoran gets</p><p>+10 Jump - Doesn't come up very often in most games I have been in.</p><p>+2 Spot/Climb - Only the spot check is likely to get much use, esp. since you can fly for at least one round at this point.</p><p>Unerring Direction - Is knowing which way north is really that useful in your game?</p><p>Low-Light Vision - Always nice to have.</p><p>+1 Air Descriptor Spells - The following spells in the SRD: Air Walk, Control Winds, Elemental Swarm, Gust of Wind, Whirlwind, Whispering Wind, Wind Walk, Wind Wall. </p><p>Footbow Exotic Weapon Prof. - Not bad, but availability to find a magic one may limit it's usefulness.</p><p>Limited Flying Ability - 1 round per con bonus per day without penality, if I remember correctly. Even at 18 con, exactly how is 4 rounds of flying per day overpowering? Sure, it can be extended with gliding, but all that really does is mean that you can get one or two good overhead looks per day. The armor restictions on flight really hurt most at this point. No falling damage is nice, but that seems to almost never come up in games. I believe feats and PrCs can improve on this ability.</p><p>_________________</p><p> </p><p>10th Human</p><p>1 Feat</p><p>13 Skill Points</p><p> </p><p>Still fully customizable!</p><p></p><p>10th Raptoran</p><p>+10 Jump - see above, and now I can fly whenever I like.</p><p>+2 Spot/Climb - see above and ditto.</p><p>Unerring Direction see above</p><p>Low-Light Vision - see above</p><p>+1 Air Descriptor Spells - see above</p><p>Footbow Exotic Weapon Prof. - see above</p><p>No Limit Flying Ability - Finally useful for things besides short hops and looks, but still not the be all and end all. You still have armor restrictions unless you expend feats/PrCs to fix this. I don't believe you can ever wear heavy armor. Also, average maneuverability without feats. There is also the downside of being the easiest target for archers if you are airborn and visible. </p><p> </p><p>I'm just having a hard time seeing these races as equals Level Adjustment wise.</p><p></p><p>Basically, the power of the race is going to be very campaign dependent. If the character really emphesises the strengths in a campaign that is largely outdoors, they may be a little over powered, possibly as much as LA+1, but that is only if all the campaign variables really play to the race. On a side note, people seem to constantly underestimate the benifits of being able to target your bonuses where you want them.</p></blockquote><p></p>
[QUOTE="TheEvil, post: 2325172, member: 23261"] Actually, since they cannot fly in heavier armors without PrCs or feat expenditure, it does tend to limit what classes/styles are usable. Frankly, having read through them, I don't see them as overpowered, and would consider them underpowered for LA+1 (though not a bad off as hobgoblins). I will go ahead and do a blow-by-blow response. at 5th level Human would have: 1 Extra Feat 8 Extra Skill points Main advantage - Fully customizable At 5th a Raptoran gets +10 Jump - Doesn't come up very often in most games I have been in. +2 Spot/Climb - Only the spot check is likely to get much use, esp. since you can fly for at least one round at this point. Unerring Direction - Is knowing which way north is really that useful in your game? Low-Light Vision - Always nice to have. +1 Air Descriptor Spells - The following spells in the SRD: Air Walk, Control Winds, Elemental Swarm, Gust of Wind, Whirlwind, Whispering Wind, Wind Walk, Wind Wall. Footbow Exotic Weapon Prof. - Not bad, but availability to find a magic one may limit it's usefulness. Limited Flying Ability - 1 round per con bonus per day without penality, if I remember correctly. Even at 18 con, exactly how is 4 rounds of flying per day overpowering? Sure, it can be extended with gliding, but all that really does is mean that you can get one or two good overhead looks per day. The armor restictions on flight really hurt most at this point. No falling damage is nice, but that seems to almost never come up in games. I believe feats and PrCs can improve on this ability. _________________ 10th Human 1 Feat 13 Skill Points Still fully customizable! 10th Raptoran +10 Jump - see above, and now I can fly whenever I like. +2 Spot/Climb - see above and ditto. Unerring Direction see above Low-Light Vision - see above +1 Air Descriptor Spells - see above Footbow Exotic Weapon Prof. - see above No Limit Flying Ability - Finally useful for things besides short hops and looks, but still not the be all and end all. You still have armor restrictions unless you expend feats/PrCs to fix this. I don't believe you can ever wear heavy armor. Also, average maneuverability without feats. There is also the downside of being the easiest target for archers if you are airborn and visible. I'm just having a hard time seeing these races as equals Level Adjustment wise. Basically, the power of the race is going to be very campaign dependent. If the character really emphesises the strengths in a campaign that is largely outdoors, they may be a little over powered, possibly as much as LA+1, but that is only if all the campaign variables really play to the race. On a side note, people seem to constantly underestimate the benifits of being able to target your bonuses where you want them. [/QUOTE]
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