aren't kenders short enough to join RK?

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priestofbast
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aren't kenders short enough to join RK?

Post by priestofbast »

is there any way that adding halflings to the possible races for the ragnar's kin faction might be considered?

if it's already been considered and dismissed for game balance reasons, i understand. . .. well i really dont but ill believe ya. :lol:

but they seem like a natural fit and i love kenders, but they just seem ..not at home on the other factions. they are more chaotic silly than any thing else. evil's hard to pull off with silly. and paladin ...can u imagine a kender pally?
*no nonono.no* :shock:


hoping u will think about it,

catfoot :mrgreen:

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Re: aren't kenders short enough to join RK?

Post by LinuxPup »

If I start adding race types to RK, I'm going to nerf RK class-wise. But I'd rather leave it as is.
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Re: aren't kenders short enough to join RK?

Post by priestofbast »

*runs for the hills* ok ok I don't want to be hated for being the guy who caused THAT. :shock:

TY for the clarification. :mrgreen:

EEK!
:roll:

catfoot

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Re: aren't kenders short enough to join RK?

Post by Daltian »

Its not about how short you are but how fat you are! And kenders aren't fat enough for sure!
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Re: aren't kenders short enough to join RK?

Post by Nyeleni »

Such a nonsense, ever heard of Regis Rumblebelly? Hin can be fat too. Even though Tasslefoot wasn't I'm sure Kenders are as gourmand as their cousins...

But anyway, again I don't see why adding halfling would make RK such a powerhouse that they would loose classes. Then again may be just a whim...
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Re: aren't kenders short enough to join RK?

Post by Korr »

RK already gets paladin... immune to fear which is a big thing without mind immunities. Halflings would give them kender, which would be another big bonus for them not needing pally for that.

Ghostwise and RK gets shadowdancer... nuff said right?

A race that starts with Weapon Finesse, which while yes small has limitations on dual-wielding or finessing you still have alot of extra power from that.
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Re: aren't kenders short enough to join RK?

Post by Nyeleni »

RK can already build very good SDs... Ghostwise would only be a small boost to that. Kender without fear would inbalance it? I still don't see it. But ok, only allow the three non ecl races in RK, if you fear fearless hins running around.
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Re: aren't kenders short enough to join RK?

Post by LinuxPup »

No more races in RK.

You don't have to see why its unbalancing, I'll do it for you... :wink:
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Re: aren't kenders short enough to join RK?

Post by priestofbast »

please don't tempt him to pre-emptively strike us down!


i m just fine with out halfers...


don't know what i was thinking...

bad batch of ale or something...


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Re: aren't kenders short enough to join RK?

Post by Celorn »

yeah RK is nerfed enough anyhow, any class needing CHA (and dex to a lesser extent) is going to be weaker than any other factions equivalent, so RK effectively already has class restrictions for paladin, bard, sorcerer etc...

Sure you can make one of those and they'll be decent, but in power-building terms, you will be 1 or 2 DC, ab or ac lower than one using another race that has bonuses beyond what is possible with any dorf or gnome.

I do love the tinker gnome, lorekeeper dorf and the gold has some potential... svirf is really only good for 1 class, perhaps 2 others but with that annoying drag of ECL3. Also the DD class rocks, it's RK's ace-in-the-hole, without that it would be a true ghost town.
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Re: aren't kenders short enough to join RK?

Post by LinuxPup »

No +2 CHA unless we start nerfing RK's classes. They have so many options with no class restrictions... except AAs. -2 CHA doesn't mean you can't make a decent bard, sorc, or paladin. I've seen them before.
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Re: aren't kenders short enough to join RK?

Post by Lokey »

Hogres don't count.
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Re: aren't kenders short enough to join RK?

Post by Celorn »

LinuxPup wrote:No +2 CHA unless we start nerfing RK's classes. They have so many options with no class restrictions... except AAs. -2 CHA doesn't mean you can't make a decent bard, sorc, or paladin. I've seen them before.
'Decent' is a waste of time ;]

Sure it can be done, in fact I plan on eventually making a bard and paladin build in RK, just don't have much play time or the books to pull it off quite yet.

--> My point was that any other faction making the same build will be slightly better (with the best race choice available) even if it is built -exactly- the same.

---

Is there not ANY 'pretty' gnome race? I guess the plan was to leave RK with the full assortment of classes, but it's an unrestriction written on glass -- the class limit comes in with the short list of races and their various stat boosts and cuts, so really, it ends up nearly as restricted as MA.

BUT with what is actually available, there are a handful of builds that are better than anything that can be made elsewhere (partially due to either DD or job bonuses) so I can't complain, just the classes I like best happen to have CHA as a defining stat, so it makes things a bit tighter.
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Re: aren't kenders short enough to join RK?

Post by MLoki »

Celorn wrote:Is there not ANY 'pretty' gnome race?

Ok so what RK is really looking for is a new Gnome subrace that has a little bit of Charisma. In the Races of Stone supplement for 3rd edition that had this Subrace.

Chaos Gnome

TRAITS
• +2 Dexterity, +2 Constitution, +2 Charisma,
–2 Strength: Chaos gnomes are agile and share
the typical gnome toughness. Many find their
spontaneity compelling, but they are Small and
therefore not as strong as other humanoids.
• Small: As a Small creature, a chaos gnome gains
a +1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus on Hide
checks, but she uses smaller weapons than
humans use, and her lifting and carrying
limits are three-quarters of those
of a Medium character.
• Chaos gnome base land speed is 20 feet.
• Low-Light Vision: A chaos gnome can see twice as far
as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. She retains
the ability to distinguish color and detail under these
conditions.
• Weapon Familiarity: Chaos gnomes treat gnome
hooked hammers as martial weapons rather than exotic
weapons.
• Spell Power: A chaos gnome’s effective caster level when
casting spells with the chaos descriptor increases by 1.
This increase applies when determining level-dependent
spell variables and on caster level checks, and it stacks
with other spell power abilities, such as from the hierophant
prestige class.
• +4 dodge bonus to Armor Class against monsters of
the giant type: This bonus represents special training
that chaos gnomes undergo, during which they
learn tricks that previous generations developed in
their battles with giants. Any time a creature loses
its Dexterity bonus to Armor Class, it loses its dodge
bonus, too.
• +2 racial bonus on Listen checks: Chaos
gnomes have keen ears.
• Luck of Chaos (Ex): Once per day, a
chaos gnome can reroll one
roll that she has just made
before the Dungeon Master
declares whether the roll
results in success or failure. The
character must take the result of
the reroll, even if it’s worse than
the original roll.
• Immunity to confusion effects.
• Automatic Languages: Common
and Gnome. Bonus Languages:
any.
• Spell-Like Abilities: 1/day—
entropic shield. A chaos gnome
with a Charisma score of at least
10 has the following spell-like
abilities: 1/day—daze, flare,
prestidigitation. Caster level 1st;
save DC 10 + chaos gnome’s Cha
modifi er + spell level.
• Favored Class: Sorcerer. A multiclass
chaos gnome’s sorcerer
class does not count
when determining
whether she
takes an experience
point
penalty for
multi classing.
Many chaos
gnomes are multiclass
sorcerer/clerics with the
Luck domain.
• Level adjustment +1.

Infused with the spirit of chaos, these gnomes are energetic,
flamboyant, and charismatic. They exude a restless,
inspirational energy and seldom rest. They also possess
uncanny luck and have great talent as sorcerers. Colorful
cousins of standard gnomes, they are adventurous;
even the most staid among them is prone to wander.
Although commonly referred to as chaos gnomes, these
precocious humanoids also call themselves “imago” (singular
and plural).
Although some fi nd chaos gnomes’ energy and recklessness
off-putting, none doubt their power as sorcerers. With
their powerful racial ability to bring a touch of chaos to
their spellcasting, spellcasting imago often become known
as chaos mystics.

Personality: Chaos gnomes fi nd probability, chance,
and randomness extremely fascinating. Although many
individuals of other races consider them slightly mad,
chaos gnomes can at times be brilliant, making intuitive
leaps to accurate conclusions that might elude the
brightest thinkers of other races. They have a great sense
of humor, fi nding amusement in many aspects of life.
Unlike other gnomes, however, chaos gnomes are seldom
tricksters or pranksters.
Chaos gnomes have a great love of arcane magic, and they
often develop sorcerous talents. Although they appreciate
divine magic for its power and utility, they rarely remain
devoted to one deity or philosophy long enough to develop
signifi cant divine spellcasting abilities.
Many fi nd these free-spirited gnomes engaging, and
more serious or stoic individuals often form great friendships
with chaos gnomes. Chaos gnomes enjoy such relationships
as well, fi nding a natural foil for their own chaotic
nature in the serious demeanors of their friends.

Physical Description: Chaos gnomes stand 3 to 3-1/2
feet tall, much like other gnomes. They have the same
slight build and trim appearance that other gnomes favor,
but their coloring differs wildly. Chaos gnomes have bright
red, blue, green, or violet eyes, and their eyes change in hue
and brightness depending on their mood—from bright red
when angry or excited to dull green or blue when bored or
disappointed. They have similarly bright hair color, ranging
from vivid red to blond.

*edit sorry about the odd formatting, this was a direct copy and paste from the PDF.

I think this would make a nice addition to the Gnome Race. It would probably be an ECL 2 here just because of the stats the way they are listed. I know some of the bonuses can't or shouldn't be done (Luck of Chaos and Spell Power) but Entropic Shield 1/day and Immunity to Confusion isn't too powerfull.
Last edited by MLoki on Wed Oct 01, 2008 12:42 pm, edited 1 time in total.
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Re: aren't kenders short enough to join RK?

Post by Lokey »

Any book that thinks mineral warrior is ECL 0 or 1 and not like 10 doesn't exist for us. Next you'll want empowered, maximized, ocular, split, fell, repeating, arcane reached enervations you share with your familiar ;) (It's something crazy like 7 negative levels to anything within 30' you can range touch and beat spell protections on--12 times.)
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