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| Dvus11-03-07, 10:14 AM | "Charkin" Medium Humanoid (Aquatic) Charkin appear to be a mix of ferocious ocean sharks and men. Their skin is tough and leathery with light blue coloring on their stomachs and faces and the undersides of their arms bleeding down onto their thighs. They have a darker blue coloring on their dorsal sides. They have webbing between their fingers and toes. Males have intensely blue stripes on their backs, which is the only defining mark between to two sexes. The Charkin do not have any external sex organs. They have no external ears; the only signs of their hearing ability are two small holes in the sides of their head leading to the inner ear canal. They breathe both air and water. The act of reproduction and birth both take place in the water. Young are born live. For their first year, they are mindless and ravenous fish, growing to the size of a large trout. They are kept in spawn pools at the edge of the water and fed by the mothers. At the beginning of their second year, they will grow lungs and extremities and grow to the size of small human children, at which point, they will leave the pools and join society. This process will usually take them into the 8th month of their second year. Charkin rarely live past 60 years of age, reaching maturity at age 10. The Charkin live in small lake- or ocean-side villages with 40 to 200 individuals. Rarely, at trading crossroads, there can be a community of up to 600. Their land villages often continue into the water, including underwater storage caves and sometimes homes. Charkin, for reasons of trade, are mainly fishers, trading in foodstuffs from the lake or ocean. Due to their sharp, shark like teeth, they can be very intimidating, but they are rarely violent without provocation. Charkin, like sharks, are ambush predators. When in the water, they like to make the first strike from below with their bite attack. When on land, they prefer to outnumber their foe and set up a trap or ambush for the unsuspecting individual. As they live in a tribal society, their favored class is Barbarian. You will almost never find a Charkin wizard, as their society does not have the learning facilities that would be required. Magic users have a natural ability that they develop themselves (Sorcerers). Charkin Paladins are unheard of. Charkin favor the barbed spear and the hand crossbow as their weapons of choice. Charkin Race Characteristics: * +2 racial bonus to intimidation checks. * As a naturally amphibious race, the Charkin gain a +6 racial bonus to swim checks and can take 10 even when distracted or in difficult circumstances. * +1 natural armor racial bonus to AC due to their tough, leathery shark skin. * Due to their eyes and ears having developed in the water, they suffer a -1 racial penalty to any sight or hearing based checks while on land. This includes ranged attacks and search/spot checks. While in the water, they gain a +1 scent bonus to spot checks as they have a shark’s ability to “smell” prey in the water. * A Charkin’s racial ability modifiers are STR +1, WIS -2. * Speed: Land 20ft, Swim 40ft. * Natural bite weapon: 1d6 * Favored Class: Barbarian * Automatic weapon proficiency with Barbed Spear and Hand Crossbow. * Level Adjustment: +0 Their weapon of choice: Barbed Spear A short spear with barbs at the base of the spearhead. This spear was developed by the Charkin to help them hold onto their prey while fishing in the ocean. The barbs will also deal 1 additional point of damage when the spear head is ripped out of the enemy (this happens normally in an attack unless the user is attempting a trip). The barbs slightly unbalance the spear, making this a difficult weapon to learn. Exotic weapon proficiency required. The user may forgoe the 1 point of additional damage and attempt to make a trip attack. If the attack fails, the user can drop the barbed spear to avoid being tripped. Cost: 3gp Dmg (M): 1d6+1 Critical: x2 Range Inc: 15ft Weight: 4lb Type: Piercing |
| Dvus11-03-07, 10:15 AM | Please critique. D |
| liquoriceanimal11-03-07, 10:24 AM | You should remove +1 bonus to STR. I would suggest ability modifiers like +2 CON -2 DEX -2 WIS. Otherwise i would give it LA +1. E: I think that bite damage is too big for medium critter. |
| Dvus11-03-07, 10:28 AM | Thanks for the opinion. I thought the STR might be much. Can I ask your reasoning for the +2 CON? I wanted to keep neg racial modifiers to a minimum. How about +1 CON and keep the -2 WIS? D |
| Xiuhcoatl11-03-07, 11:09 AM | Can't have an odd number ability modifier. Change it to Str +2 or Str +0 |
| gullas11-03-07, 11:09 AM | +1 in abilitys is never good, I would suggest to have it +2 str , -2 wis and -2 in Cha or Int to have it a Lvl adjustment 0... |
| Finfreeze11-03-07, 01:30 PM | Some points: * Due to their eyes and ears having developed in the water, they suffer a -1 racial penalty to any sight or hearing based checks while on land. This includes ranged attacks and search/spot checks. It might be better to represent this with the light sensitivity or light blindness abilities, which do mostly the same things. While in the water, they gain a +1 scent bonus to spot checks as they have a shark’s ability to “smell” prey in the water. For what it's worth, sharks have scent (OK, Keen Scent, but it's just an upgraded version). A Charkin’s racial ability modifiers are STR +1, WIS -2. Ability modifiers must be even. +2 Strength, -2 Wisdom, perhaps? Otherwise it looks OK. Here are my organized ideas: +2 Strength, -2 Wisdom. Humanoid (Aquatic). Medium. Speed: Land 20ft, Swim 40ft. Amphibious: Charkin can breathe both air and water. As a naturally amphibious race, the Charkin gain a +8 racial bonus to swim checks and can take 10 even when distracted or in difficult circumstances. A charkin can use the run action while swimming, provided he or she swims in a straight line. Low-Light Vision: A charkin can see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions. Light Sensitivity: Charkin are dazzled in bright sunlight or within the radius of a daylight spell. +2 racial bonus to intimidation checks. Natural Weapon: Bite (1d6, 20/x2). +1 natural armor racial bonus to AC due to their tough, leathery shark skin. Scent (Ex): A charkin can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a charkin detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The charkin can take a move action to note the direction of the scent. Whenever the charkin comes within 5 feet of the source, the charkin pinpoints the source’s location. These ranges are doubled when the charkin is underwater. Exotic weapon proficiency with Barbed Spear and Hand Crossbow. Favored Class: Barbarian. Level Adjustment: +0 I put a little work into renovating a shark race over on D&D Wiki that's kinda similar to this one. I've posted it up for comparison. REIKA +2 Strength. Humanoid (Human, Aquatic). Medium. Reika base land speed is 30 feet. A reika has a swim speed of 50 feet. He or she can move through water at his swim speed without making Swim checks. He or she has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. A reika can always choose to take 10 on a Swim check, even if distracted or endangered. A reika can use the run action while swimming, provided he or she swims in a straight line. Amphibious: Reika can breathe both air and water. Low-Light Vision: A reika can see two times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions. Blindsense (Ex): A reika notices and locates creatures within 20 feet, twice that when the reika is underwater. Opponents still have 100% concealment against a creature with blindsense. Light Sensitivity: Reika are dazzled in bright sunlight or within the radius of a daylight spell. Thanks to their sharp teeth, a reika may choose to deal lethal slashing or piercing damage with his or her unarmed strikes instead of nonlethal bludgeoning damage. This ability doesn't automatically confer the reika proficiency with their unarmed strikes. +4 racial bonus on Intimidate checks. +4 racial bonus on Handle Animal and Diplomacy checks when dealing with sharks. A reika may use the Handle Animal skill to rear and train sharks and are able to use the Diplomacy skill to negotiate with them. Automatic Languages: Common, Aquan, and a simple language that enables them to communicate on a very basic level with sharks. Bonus Languages: Any (except for secret languages, such as Druidic). Favored Class: Any. When determining whether a multiclass reika takes an experience point penalty, his or her highest-level class does not count. LA +0. |
| Dvus11-03-07, 04:56 PM | Thanks for all your help, guys! D |