Critique my homebrew race, a dragon-based humanoid [Archive] - Wizards Community

Post/Author/DateTimePost
Dragoon1

08-31-07, 10:45 PM
I'm starting to lay out a basic adventure in hopes of getting a try at DMing. I'm creating a world ruled by Dragons (traditional DnD dragons, runing the gambit of alignments), not in a oppresive manner, just as something unique.

Anyways, I'm working on a Draconic Race, one with a LA of 0, and want a critque on it (Trying to give it a draconic feel without overpowering it.)

The Darakosj

Litterally small/lesser Dragon the Darakosj are a race of large Draconic humanoids which tend to live in areas where dragons are abundant. It is theorized they are the result of generations of dilution of Draconic blood through half dragons breeding with non-draconic partners. In many ways they are like dragons: natural magic talents, scales, tails, little sexual dimorphism in regard to size, and a breath weapon. Unlike dragons however they are mammals (breasts, don't lay eggs), they reach their peak in physical prowess as young adults (rather than becoume ever more powerfull untill death), and a short lifespan (about as long as a half-elf).

Appearance: Darakosj are tall, often pudgy humanoids who can be on average anywhers from 6'8" to 7'2" tall and 170-310 lbs (they are always medium size, even when above 7' tall, random generation is 5'6" +2D10x10 inches and 150+2D8x10 lbs). They possess a reptilian/dragon-like head, a scale covered body which can be any colour, digitgrade legs, and a tail which can be longer as they are tall (5' + 4D8x10", stopping at 6" longer than height), this tail is not particulary dexterous, but attacks can be made with it and it does aide in balance.

Society: Unlike Dragons and like most humanoids Darakosj are social creatures, and tend to live in settlements ranging from thorps to metroplises. There is no true 'norm' for Darakosj society, as like humans they are a diverse race, and tend to intermingle with humans a great deal. Though one trait of their draconic blood does shine through in regard to society, an inexplicable desire for a horde. This horde is not as grand as a true dragon, but even the lowest Darakosj commoner tends to either have a few coins stashed away, or oddly valuable trophies or items displayed around their home. A Darakosj home tends to be designed with this in mind, and 'horde closests' are present in almost all homes. Also, despite only needing to eat half as much as a human the average Darakosj enjoys food, having a dragon's sense of taste, and tends to eat at least that much, giving them plenty of reserve energy for times of need and to use for their breath weapon.

Alignment: Any - Like humans Darakosj are diverse, and have no aligment tendencies.

Darakosj lands: Darakosj tend not to have nations or city states of their own, but rather live amoungst humans.

Darakosj and other races: (I'm not sure what other races I'm going to include so this section is sparce). Darakosj and humans tend to get along very well, though like everything involving races with no (or few) overarching tendecies there will be places where one views themselves superior to the other and tries to dominate. The majority of the time though they get along as equals.

Racial statistics:

+2 Cha -2 Dex: Darakosj, like their draconic relatives, are known to have a powerfull force of personality, but aren't entirely nimble.

Darkvision 30'

Racial Skills - Appraise is class skill for all Darakosj and they get a +1 racial bonus to this check as most all Darakosj are covetous to some degree. A Darakosj tail provides a +2 competency bonus to balance checks provided he/she has at least 5 ranks.

Draconic Blood - Darakosj are treated as both humanoids and dragons (ex: A Darakosj is effected by both charm person and a dragon-bane sword). Special: They can have the 1/2 dragon template applied to them, and can take the dragon desciple PRC.

Breath weapon (su) - once per day a Darakosj can make a breath attack. It is a 30' line that deals 1D4 per 2 levels (rounded up) of either fire, cold, sonic, electricity, acid or force damage, chosen at character creation. Reflex save of 10 + con modifier + 1/2 total hit dice of the Darakosj for half.

Natual Magic - A Darakosj knows one level 0 arcane spell (chosen from the spell list of an arcane spell casting class, like sorcerer/wizard or bard). He/she can cast this once a day if his/her CHA is 10 or above. If he/she is a spontaneous arcane caster add this spell to his/her spells known; this spell can not be forgotten/replaced. The caster level for this spell is either 1/2 the Darakosj's total HD or his/her highest spontaneous arcane spellcaster level, whichever is higher.

Tail - A Darakosj may make an unarmed strike with his/her tail, as per normal unarmed strike rules.

Slow metabolism - A Darakosj only needs to eat 1/2 as much as a human, and takes twice as long to suffer the effects of starvation.

Favored Class: Sorcerer
vegetalss4

09-01-07, 09:21 AM
After seeing your title i wantet to point out that this whould be a perfelt time to use P.E.A.C.H.

the draconic blood sounds right but the special, i want to comment on. what i whant to say is this. the half dragon template can be applied to a dragon.
Thomar_of_Uointer

09-01-07, 12:03 PM
After seeing your title i wantet to point out that this whould be a perfelt time to use P.E.A.C.H.

the draconic blood sounds right but the special, i want to comment on. what i whant to say is this. the half dragon template can be applied to a dragon.
Poorer Expected Arrogance Cycles Heroic? But seriously, I hate that acronym for so many reasons...

IRacial statistics:

+2 Cha -2 Dex: Darakosj, like their draconic relatives, are known to have a powerfull force of personality, but aren't entirely nimble.

Darkvision 30'

Racial Skills - Appraise is class skill for all Darakosj and they get a +1 racial bonus to this check as most all Darakosj are covetous to some degree. A Darakosj tail provides a +2 competency bonus to balance checks provided he/she has at least 5 ranks.

Draconic Blood - Darakosj are treated as both humanoids and dragons (ex: A Darakosj is effected by both charm person and a dragon-bane sword). Special: They can have the 1/2 dragon template applied to them, and can take the dragon desciple PRC.

Breath weapon (su) - once per day a Darakosj can make a breath attack. It is a 30' line that deals 1D4 per 2 levels (rounded up) of either fire, cold, sonic, electricity, acid or force damage, chosen at character creation. Reflex save of 10 + con modifier + 1/2 total hit dice of the Darakosj for half.

Natual Magic - A Darakosj knows one level 0 arcane spell (chosen from the spell list of an arcane spell casting class, like sorcerer/wizard or bard). He/she can cast this once a day if his/her CHA is 10 or above. If he/she is a spontaneous arcane caster add this spell to his/her spells known; this spell can not be forgotten/replaced. The caster level for this spell is either 1/2 the Darakosj's total HD or his/her highest spontaneous arcane spellcaster level, whichever is higher.

Tail - A Darakosj may make an unarmed strike with his/her tail, as per normal unarmed strike rules.

Slow metabolism - A Darakosj only needs to eat 1/2 as much as a human, and takes twice as long to suffer the effects of starvation.

Favored Class: Sorcerer

It looks great. The only problem I can see is the Charisma bonus, as it makes them better sorcerers than humans. Most people frown on that sort of thing, but I think it's not that big of a deal.

However, the tail unarmed strike makes no sense to me. Characters can already make unarmed strikes with their fists, what's the point of giving them the tail? Did you mean that they get a free natural slam attack dealing 1d3 damage?
Dragoon1

09-01-07, 12:11 PM
The Unarmed strike with their tail gives them an extra unarmed attack at standard unarmed strike rules (subdual damage, provokes an AoO), and would benefit from any bonuses an unarmed attack would. However, being a tail and not a hand they can not weild a third weapon.
IdleAltruism

09-01-07, 12:32 PM
The Unarmed strike with their tail gives them an extra unarmed attack at standard unarmed strike rules (subdual damage, provokes an AoO), and would benefit from any bonuses an unarmed attack would. However, being a tail and not a hand they can not weild a third weapon.

That doesn't make any sense. Unarmed strikes can be any part of the body, having a tail doesn't entitle you an extra attack unless its a natural attack(not many medium sized creatures get tail attacks). Just because you have two fists doesn't mean you get two unarmed strikes, they can be in the form of kicks/headbuts w/e. This should probably be removed from the race.
Pinkycatcher

09-01-07, 01:05 PM
I like the idea of the tail, just needs some refinement imo.

Also check out spellscale in races of the dragon, it's a pretty cool race, and it's a lot like this one, so I don't know how original you are being :P
Thomar_of_Uointer

09-01-07, 02:22 PM
That doesn't make any sense. Unarmed strikes can be any part of the body, having a tail doesn't entitle you an extra attack unless its a natural attack(not many medium sized creatures get tail attacks). Just because you have two fists doesn't mean you get two unarmed strikes, they can be in the form of kicks/headbuts w/e. This should probably be removed from the race.
Only if you're a monk.

The Unarmed strike with their tail gives them an extra unarmed attack at standard unarmed strike rules (subdual damage, provokes an AoO), and would benefit from any bonuses an unarmed attack would. However, being a tail and not a hand they can not weild a third weapon.

Nuh-uh. This is an extremely powerful ability. For most characters, it doesn't do much, but for a monk it's overpowering. This gives a level 1 monk 3 attacks with a flurry.
I would severely nerf the attack to keep this race LA +0. Make it a secondary natural attack (1/2 Str mod to damage, -5 to attack if tacked onto a full attack) that deals a flat amount of damage (1d4 sounds reasonable).
WinglessDemon

09-02-07, 03:57 AM
sounds good, take in to acount what above posts have said and it should work out real well. though on a side note, if this is your first shot at dm-ing i would say take it smaller dude, trust me world bilding takes a lot of time and a crap load of work. dont want to waist it on a first time out. look at a shorter adventure just to get into the dm-ing swing. (though trust me when you get good at it, its some of the most fun you can have.)
Dragoon1

09-02-07, 12:50 PM
sounds good, take in to acount what above posts have said and it should work out real well. though on a side note, if this is your first shot at dm-ing i would say take it smaller dude, trust me world bilding takes a lot of time and a crap load of work. dont want to waist it on a first time out. look at a shorter adventure just to get into the dm-ing swing. (though trust me when you get good at it, its some of the most fun you can have.)

I do a bit of fantasy and sci-fi writing to begin with, so I have a general idea of world building down. I lack any campaign setting books, so how I'm doing it is desiging the word from a small location out (I'm using Oakspar's Zombie-geddon as my first adventure), dependent on what the players want to do.
ragoftag

09-02-07, 12:52 PM
Thomar_of_Uointersecondary natural attack (1/2 Str mod to damage, -5 to attack if tacked onto a full attack) This will work. Fluff upgraded into an option, but not a serious get-over either.
ragoftag

09-02-07, 01:09 PM
Thomar_of_Uointersecondary natural attack (1/2 Str mod to damage, -5 to attack if tacked onto a full attack) This will work. Fluff upgraded into an option, but not a serious get-over either.