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4th number
2012-12-31, 08:51 PM
Okay, so a Halfling gets +2 Dex, -2 Str, Small size, some skill bonuses, +1 to saves, and some stuff no one cares about (+2 vs fear, +1 with thrown weapons).

At a minimum cost of 10gp for Reduce Person plus 2950gp for Permanency, you could just be a Small Human instead. You'd have the same ability modifiers, but instead of the Halfling stuff, they get the Human stuff-- namely, a feat and a pile of skill points.

If you're building a character who you want to be Small, and you're starting at a level high enough that 3000gp isn't a problem, why would you want to be a halfling? (Except, y'know, flavor and roleplaying. :smallbiggrin:)

Jeraa
2012-12-31, 08:58 PM
Permanency gets dispelled, you go back to a medium human.
You step into an antimagic field, you go back to a medium human.

A halfling doesn't have to worry about those things.

Flickerdart
2012-12-31, 09:02 PM
Or you can be a halfling and then get the same reduce person, and be Tiny, if that's your game.

Siosilvar
2012-12-31, 09:04 PM
Because Strongheart Halfling (or whatever the one with the bonus feat is) gets you everything you ever wanted out of both anyway?

TuggyNE
2012-12-31, 09:06 PM
Or you can be a Strongheart Halfling Psychic Warrior with compression and be Diminutive.

Jeraa
2012-12-31, 09:09 PM
Because Strongheart Halfling (or whatever the one with the bonus feat is) gets you everything you ever wanted out of both anyway?

Strongheart Halfling (Forgotten Realms) is correct. They give up the halflings +1 bonus to all saves for a bonus feat.

Rubik
2012-12-31, 09:12 PM
Strongheart Halfling (Forgotten Realms) is correct. They give up the halflings +1 bonus to all saves for a bonus feat....which you can then use for a +1 bonus to all saves, if you like. :smallsigh:

Biffoniacus_Furiou
2012-12-31, 10:33 PM
...which you can then use for a +1 bonus to all saves, if you like. :smallsigh:

The PGtF version of that feat also gives a +1 Luck bonus to AC.

Strongheart Water Halfling (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#racesOfWater) is definitely better than Permanently Reduced Human.

Just to note, Enlarge Person and Permanency at CL 20 from a caster who has a Ring of Enduring Arcana (every caster smart enough to reach 20th level) will have dispel DCs of 35. A Dispel Magic will never remove them and a 20th level Greater Dispel Magic will have a 30% chance of succeeding, barring specific dispel bonuses such as the Inquisition domain.

Flickerdart
2012-12-31, 10:50 PM
The PGtF version of that feat also gives a +1 Luck bonus to AC.

Strongheart Water Halfling (http://www.d20srd.org/srd/variant/races/elementalRacialVariants.htm#racesOfWater) is definitely better than Permanently Reduced Human.

Can you mix the races up like that, though? I see no indication that either Water or Strongheart are templates you slap on top of Halfling, but races in their own right.

Biffoniacus_Furiou
2012-12-31, 10:56 PM
Can you mix the races up like that, though? I see no indication that either Water or Strongheart are templates you slap on top of Halfling, but races in their own right.

They are both variants of the same base race, each one with its own set of changes to the base statistics. Strongheart only demands that you sacrifice the racial bonus on saving throws to get it. Water does not give up that ability, so it's very possible to have a Water Halfling based on a Strongheart Halfling rather than a PHB Halfling.

4th number
2012-12-31, 11:32 PM
They are both variants of the same base race, each one with its own set of changes to the base statistics. Strongheart only demands that you sacrifice the racial bonus on saving throws to get it. Water does not give up that ability, so it's very possible to have a Water Halfling based on a Strongheart Halfling rather than a PHB Halfling.

I suppose if a regular halfling can be part water outsider (or whatever), so could a Strongheart one. Don't think I'd allow it as a DM, though. :smallbiggrin:

Story
2013-01-01, 12:30 PM
...which you can then use for a +1 bonus to all saves, if you like. :smallsigh:

Or a +2 bonus to all saves with Lifebond (requires you to keep a living creature within 60 feet to maintain the effect though).

Flickerdart
2013-01-01, 01:11 PM
Or a +2 bonus to all saves with Lifebond (requires you to keep a living creature within 60 feet to maintain the effect though).
Pet rat in the pocket?

Story
2013-01-01, 01:30 PM
A weasel familiar is better. There's not much point in boosting Fort saves when you're undead.

Phelix-Mu
2013-01-01, 09:27 PM
Just to note, Enlarge Person and Permanency at CL 20 from a caster who has a Ring of Enduring Arcana (every caster smart enough to reach 20th level) will have dispel DCs of 35. A Dispel Magic will never remove them and a 20th level Greater Dispel Magic will have a 30% chance of succeeding, barring specific dispel bonuses such as the Inquisition domain.

I tend to be more paranoid about antimagic/null psionics/dead magic zones than the dispelling drawback of permanency. It's fairly common for higher-level parties to come into contact with sources of antimagic (antimagic handcuffs if you get in trouble with powerful authorities, antimagic cells for holding prisoners, etc).

Also, it's very hard to detect areas where magic doesn't function in advance of stumbling into one.

Story
2013-01-01, 10:07 PM
Well if you're walking, there's the famous tinfoil hat (giant lead hat with Shrunk Item). It lets you know instantly when you walk into an AMF and it breaks line of effect, letting you get out.

It may not work so well while flying though.