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  1. - Top - End - #1
    Troll in the Playground
     
    Kobold

    Join Date
    Mar 2013
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    Male

    Default Help me assign LA to another new race (2 out of 4)

    After posting all 4 races at once and getting no replies, I'm trying this approach of posting 1 race at time, so here's the second one.

    Spoiler: Nature Aspect
    Show
    +2 Str, +2 Con

    Medium size: As medium size, Aspects gain no bonuses or penalties based on their size. However, see Powerful Build below

    Speed: 30ft land speed

    Racial Hit Dice: An Aspect has two levels of Outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of +3 to Fortitude, Reflex, and Will.

    Racial Skills: Am Aspect's Outsider levels give it skill points equal to 5 x (8 + Int modifier).

    Racial Feat: An Aspect’s Outsider levels give it one feat.

    Native Outsiders - Aspects are Outsiders with the [Native] subtype.

    Powerful Build: Whenever a Nature Aspect is subjected to an opposed check based on size modifiers (such as combat maneuver checks), they count as one size larger if doing so is advantageous. In addition, Nature Aspects count as one size larger to determine how different special abilities affect them (such as swallow whole). A Nature Aspect can use weapons designed for a creature one size larger without penalty (their unarmed strikes deal damage as one size higher as well), however, they count as medium for determining space and reach. The abilities of this racial trait stack with powers, abilities, and spells that affect size category.

    Transport through Earth (Ex): Nature Aspects can travel through earth and stone. This transport must begin and end in a surface made of earth or stone within line of sight, and it must go through earth or stone. A Nature Aspect can move a total of 10 feet per level each day in this way. This amount can be split among many “jumps”, but each one, no matter how small, counts as a 10-foot increment. Using this ability is usually a Standard Action, however, it can be used as a Swift action by spending twice as many feet increments (minimum 10ft to move 5ft). This effect is Extraordinary in nature, and can’t be dispelled or suppressed by an Anti-Magic Field.

    Bark Exterior (Ex): A Nature Aspect’s bark-like skin grant it a +1 bonus to Natural Armor. Also, in an area of bright light (not necessarily sun light) she gains fast healing 1 as long as she is well fed and hydrated.

    Born hunter (Sp): A Nature Aspect’s blessing allow her to use the following Spell-like Abilities. Her caster level for them is equal to her character level.
    1/day Camouflage (self or touch), Scent (self only), Tremorsense (all spells found in Spell Compendium)


    Spoiler: The logic behind the Earth Aspect
    Show
    This race is supposed to be a bruiser. Str, Con, and AC bonuses, as well as Powerful Build is pretty straight forward. Fast healing works as a way to make healers not necessary for the front liner, and though it’s somewhat restricted due to fluff of needing light and food, the restrictions are super easy to circumvent.

    Transport through earth is my way of not having melees need Lion Totem Barbarian 1. This gives a way to Swift action move and then full attack. It also grants decent utility with a pseudo-teleport that works inside AMFs.

    As for the Spell-like abilities, I honestly fear they might be too strong, though 1/day for each of them is like… fine, I guess.

    So, what LA should this race get? Again, remember that it already has RHD.

    For anyone wishing to comment on the first one, here's the link: http://www.giantitp.com/forums/showt...-to-a-new-race

    At any rate, PEACH!
    Last edited by heavyfuel; 2019-12-02 at 08:58 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
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    Male

    Default Re: Help me assign LA to another new race (2 out of 4)

    I'd again vote for +1 LA (powerful build + (semi-)fast healing being the deciding factors). However I can see an argument for +0, or for buffing the ability bonuses if you go with LA+1.

  3. - Top - End - #3
    Troll in the Playground
     
    Kobold

    Join Date
    Mar 2013
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    Male

    Default Re: Help me assign LA to another new race (2 out of 4)

    Quote Originally Posted by rferries View Post
    I'd again vote for +1 LA (powerful build + (semi-)fast healing being the deciding factors). However I can see an argument for +0, or for buffing the ability bonuses if you go with LA+1.
    How would you feel if I buffed the Transport through earth ability? Maybe increase the distance per level to 15 or 20ft.

    As it stands, it'd be difficult to use it for combat AND for utility, which is kind of the goal

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Nov 2010
    Gender
    Male

    Default Re: Help me assign LA to another new race (2 out of 4)

    I think the approach to take would be to try to emulate the race using existing mechanics, and see how much it costs.

    In this case, compare to a goliath with a level of abrupt jaunt wizard specialist. This is "level 2", like your racial hit dice. Your version gets much better hitdice (skills, hp, saves), but arguably worse spells known. Your jaunt ability is weaker, but the typical jaunt ability is known to be extremely powerful (immediate action). Unlimited out of combat fast healing (except in dungeons) is pretty okay, but at higher levels becomes pretty negligible relative to wands of vigor.

    Now compare this with a combat build (RHD 2/Crusader 8 vs jotunbrud lion totem 1/swordsage 1/crusader 8). You don't really have anything that jumps out as superior in either.

    Seems about fine at LA +0. On the stronger end, but not broken. Or a weaker (but not terrible) +1.

    Edit: I want to note my LA assumes a decent system mastery in your group. Your race can be emulated with a Jotunbrud (Waterorc depending on your ruling on regional feats), anklets of translocation, wands of vigor, and those boots in the magic item compendium that let you teleport 20 feet per day as a move action, giving them two extra levels to use, but that obviously isn't as powerful at low levels where you have limited funds.
    Last edited by Demidos; 2019-12-11 at 04:53 PM.
    My Homebrew:
    WIP
    The Fortunar Base Class: A Fortuneteller wielding a minor Deck of Many Things. Mid T3.

    Completed Classes
    The Grandmaster : A master of animated stattuettes and tactical magic. High tier 3.
    The Hidden Word: An infiltrator with a wide range of abilities that works best in small teams. Tier 2-3
    Web-Spinner: A martial class based around using webs. Mid T3.
    The True Warrior: A swift mundane martial combat class that can dodge and slice their way to victory. Low Tier 3.

  5. - Top - End - #5
    Troll in the Playground
     
    Kobold

    Join Date
    Mar 2013
    Gender
    Male

    Default Re: Help me assign LA to another new race (2 out of 4)

    I started a new thread for the 3rd race.

    http://www.giantitp.com/forums/showt...e-(3-out-of-4)

    If anyone wishes to comment there

    Quote Originally Posted by Demidos View Post
    I think the approach to take would be to try to emulate the race using existing mechanics, and see how much it costs.
    That's actually a very nice way to go about the analysis. I've decided to slightly buff the transport through earth ability given your and rferries' assessment. Thanks!

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