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*Pathfinder & Starfinder
Some 20 level 'complete' versions of races..no more LA
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<blockquote data-quote="Kisanji Arael" data-source="post: 3894976" data-attributes="member: 20056"><p>I did something like this. I usually made mine less combat oriented, though, but more powerful. Here, for one of my few combat-related examples, are halflings (which I designed more like kender)</p><p></p><p>Level 5, Look! A distraction!: Halflings are annoying. Most of the time, they’re only mild nuisances and end up thrown into walls by the bigger folk. However, in certain instances, Halflings can bring this talent to an art. Halflings may, with a described full-round action, daze an opponent for one round. They may not use the same distraction more than once in a day (their rapier wit requiring a new joke for every occasion), and no one will fall for a halfling’s distraction more than once in a day (or, in fact, the distraction of more than one halfling in a day). There is, however, no end to the number of pranks that a creative Halfling can devise. The Concentration check to resist such a prank is equal to DC 20+ the halfling’s Charisma modifier. </p><p></p><p>Level 8, Halfling's Friend's Intuition: Those who adventure with halflings soon learn that the best way to determine whether a plan is extremely dangerous or not is to watch the Halfling. Oftentimes, Halflings become excited, even against their own will, by plans that would mean certain death for all involved. In game terms, the halfling’s player may privately ask the DM if an idea is extremely bad. The first time in any game session that the answer is yes, the Halfling must begin to act extremely confident about the plan or course of action presented. He may not tell the other players what he has learned, but they may come to realize what a terribly bad thing it can be to listen to the Halfling. </p><p></p><p>Level 10, "There he is, on the half-orc! No, the pavilion. I mean the... no, I lost him.": The halfling may make a move action that includes any number of five foot jumps at a balance DC equal to the number of feet moved. If he both has not attacked in two turns and does not attack on this turn, he does not provoke attacks of opportunity. </p><p></p><p>Level 12, Really big pockets: Halflings of 12th level or higher "find" an extradimensional space for all their little treasures. This space is not very large, only about 1 feet by 1 feet, but the Halfling can access it at any time. The Halfling does not even need pockets to use this ability, but must be able to put his hand somewhere (a barrel, a breadbox, a sock) that would be unseen by others. He can even use this ability by reaching behind his back, assuming that no one is looking, but he can only keep one object at a time ready to be pulled out in this fashion. Retrieving any item can range from a swift action, for a coin, to a full-round action, depending on how cluttered he keeps his pockets. However, it should not be assumed that a Halfling always immediately finds what he wants. </p><p></p><p>Level 15, Oh! Here it is: Halflings have a nasty habit of picking things up when they really shouldn’t. At any time when an object that could fit reasonably in a halfling’s hand is unaccounted for, there is a 50% chance that the object in question is in the halfling’s pocket. This item must have been seen by the Halfling, and the Halfling must have gotten close enough to have potentially palmed it. If the object could be considered shiny, this percent raises by 25%. If the object is thematically important, the percent raises by 15%. And if the object is shiny and thematically important, that object has a 90% chance of being in the halfling’s pocket. The player may make this roll in secret, alert the DM, and then, if successful, announce it at a later time. This ability does not overlap with Really Big Pockets.</p></blockquote><p></p>
[QUOTE="Kisanji Arael, post: 3894976, member: 20056"] I did something like this. I usually made mine less combat oriented, though, but more powerful. Here, for one of my few combat-related examples, are halflings (which I designed more like kender) Level 5, Look! A distraction!: Halflings are annoying. Most of the time, they’re only mild nuisances and end up thrown into walls by the bigger folk. However, in certain instances, Halflings can bring this talent to an art. Halflings may, with a described full-round action, daze an opponent for one round. They may not use the same distraction more than once in a day (their rapier wit requiring a new joke for every occasion), and no one will fall for a halfling’s distraction more than once in a day (or, in fact, the distraction of more than one halfling in a day). There is, however, no end to the number of pranks that a creative Halfling can devise. The Concentration check to resist such a prank is equal to DC 20+ the halfling’s Charisma modifier. Level 8, Halfling's Friend's Intuition: Those who adventure with halflings soon learn that the best way to determine whether a plan is extremely dangerous or not is to watch the Halfling. Oftentimes, Halflings become excited, even against their own will, by plans that would mean certain death for all involved. In game terms, the halfling’s player may privately ask the DM if an idea is extremely bad. The first time in any game session that the answer is yes, the Halfling must begin to act extremely confident about the plan or course of action presented. He may not tell the other players what he has learned, but they may come to realize what a terribly bad thing it can be to listen to the Halfling. Level 10, "There he is, on the half-orc! No, the pavilion. I mean the... no, I lost him.": The halfling may make a move action that includes any number of five foot jumps at a balance DC equal to the number of feet moved. If he both has not attacked in two turns and does not attack on this turn, he does not provoke attacks of opportunity. Level 12, Really big pockets: Halflings of 12th level or higher "find" an extradimensional space for all their little treasures. This space is not very large, only about 1 feet by 1 feet, but the Halfling can access it at any time. The Halfling does not even need pockets to use this ability, but must be able to put his hand somewhere (a barrel, a breadbox, a sock) that would be unseen by others. He can even use this ability by reaching behind his back, assuming that no one is looking, but he can only keep one object at a time ready to be pulled out in this fashion. Retrieving any item can range from a swift action, for a coin, to a full-round action, depending on how cluttered he keeps his pockets. However, it should not be assumed that a Halfling always immediately finds what he wants. Level 15, Oh! Here it is: Halflings have a nasty habit of picking things up when they really shouldn’t. At any time when an object that could fit reasonably in a halfling’s hand is unaccounted for, there is a 50% chance that the object in question is in the halfling’s pocket. This item must have been seen by the Halfling, and the Halfling must have gotten close enough to have potentially palmed it. If the object could be considered shiny, this percent raises by 25%. If the object is thematically important, the percent raises by 15%. And if the object is shiny and thematically important, that object has a 90% chance of being in the halfling’s pocket. The player may make this roll in secret, alert the DM, and then, if successful, announce it at a later time. This ability does not overlap with Really Big Pockets. [/QUOTE]
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