Drakkan Monster Compendium: Round 2 [Archive] - Wizards Community

Post/Author/DateTimePost
Threefists

02-03-07, 08:02 PM
((First off, apologies to any/all people from the 'Races' Forum....I posted this originally around 2 in the morning, so it's not surprising it ended up where it did...frankly I'm amazed that I could even spell correctly at that stage.
Regardless, here we go again, Round 2! Ready? FLAME!))

Played Drakkan on the PC. Played Drakkan II on the PS2. Nice games, and interesting beasties too. Very few that stepped on D&D toes, to my understanding. Another group is trying to work out the actual D&D'ed 'Stats' for some of the races, and since we're talking 12-14 year olds, we're talking high powered (And unfortunately, none of them have Internet connections at home, and their school is run by feel-good bibl-[Fast forward through about 3 pages of ranting about their private school's 'stance' on D&D]-this site actually got them suspended from school for a week!)

Thus, as time (And my dial-up!) permits, I'll be posting their ideas for 'Drakkan' races with the hopes people here will be able to say 'yay' or 'nae', 'nerf it' or 'scrap it', etc etc.

Wartok
(Large Monstrous Humanoid)

This creature stares at you with small, black eyes. It's body is nearly eight feet tall and powerfully muscled, the pale brown skin covered with short red hair except for the hands and face. It's head just forward on a very short neck from it's shoulders, and is a similar in shape to that of a giant rat, but with boar-like tusks, ears and eyes, and a ridge of rough, bristle-like hair that runs from it's relatively small head down to the middle of it's back. It's hands possess only 3 digits, and it's powerful legs end in boar-like hooves. Clad only in crude leather armour, the creature bellows at you in feral rage and charges, holding a staff-like weapon covered with a bewildering array of jagged pieces of metal bolted to it!

HD: 4d8
Initiative:
Speed: 40 feet
Armor Class: 15 (-1 size, +2 Dex, +3 natural ,+2 Leather Armor), touch 9, flat-footed 15.
Base Attack/Grapple: 3/12
Attack: Wartok Staff (2d10+10) or Composite Shortbow [4] (1d8+4).
Full Attack: Wartok Staff (2d10+10) and Head-Butt (1d6+5) or Composite Shortbow [4] (1d8+4).
Space/Reach: 10ft/10ft.
Special Attacks: -
Special Qualities: Cowardice, Low-Light Vision.
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 20, Dex 12, Con 14, Int 6, Wis 10, Cha 8.
Skills: Climb, Jump, Craft, Listen, Spot, Survival.
Feats: (Bonus Feat)Exotic Weapon Proficiency (Wartok Staff), Greater Fortitude, Improved Toughness.
Environment: Underground, Hills (Warm, Temperate or Cold).
Organisation: Solitary, Hunting Party (3-6), Raiding Party (4-10 + 7-12 Goblins) or Tribe (10-20 + 14-26 goblins + 1-3 (forget the name of the low-slung cave beast/ape things) + 1-2 Giants).
Treasure: Standard (No scrolls or wands, double weapons)
Alignment: Chaotic Evil/Chaotic Neutral.
Advancement: Character Class or (5-9HD Large) (10-15HD Huge)
LA: +3
Favoured Class: Barbarian.

Wartoks are proficient with all simple weapons and martial weapons, light and medium armor and light shields, and the Wartok Staff, a exotic Huge 2-handed weapon that deals 2d10 damage, slashing/bludgeoning damage as per a morningstar, x2. For a 'standard' PC race to use, must have a Str score over 16, the Monkey Grip Feat and Exotic Weapon Proficiency (Wartok Staff). Use of a Wartok staff reduces AC by 1 because the weapon is never properly balanced and relies upon brute force rather skill to wield. Should the weapon hit on a 1, the poor construction causes the weapon to lose several key sharp metal attachments, reducing the damage to 1d10 and causing the Wartok staff to only deal bludgeoning damage. Masterwork and Magical versions do not suffer from this flaw.

Cowardice: Should the Wartok be reduced to less than 1/5th it's full Hit-Points, it will attempt to run away from the cause of the attack that caused the damage for 1d8+5 rounds, affected as though by a Fear spell, regardless of Racial or Class HD, unless the Wartok succeeds on a will save (DC 5+Damage inflicted on the last attack).

Most Wartok are armed with Greataxes, Falchions or Battle-Axes and Longswords and small Wooden Shields. The rare Wartok whom remembers the tales of the spiritual nature of their kind before the corruption of their race are either Spirit Shamans (Particularly Chaotic Neutral tribes) or Adepts (Particularly Chaotic Evil tribes). Wartok tribes seldom unite unless a terrible foe attacks both tribes, or someone/thing of great martial strength or magical power forces their endless inter-tribe feuding to cease. Wartoks prey unceasingly on Humans and other Humanoids when led by Chaotic Evil leaders, and only when led by Chaotic Neutral leaders do they inch towards a semblance of peace with the other races. Goblins are commonly used as both a cheap form of labour for enlarging their mines/burrows, and fodder troops to weaken strong forces. Giants are often enslaved as tribal champions to be used in fights against other tribes, and it is considered a ritual of adulthood to survive in a fight to bring a Giant to it's knees and then drag the bloody and beaten Giant back to the tribe's burrow to be 'trained'. Wartoks almost never become Sorcerers or Clerics, and none have ever become Wizards, Paladins, Monks or Bards.
Cain_Northson

02-05-07, 03:58 AM
Aaaaah, increase their 'Cowardice' DC save to 10 (They have good Will saves due to Monstrous Humanoid type) and get rid of the Wartok Staff Exotic Feat. Leave them as just a plain Monstrous Humanoid without bonus feats.

Why Low-Light vision, incidentally, rather than Darkvision?