PEACH my custom race and help with a racial weakness [Archive] - Wizards Community

Post/Author/DateTimePost
Way_of_the_Seven_Primes

08-23-07, 02:20 PM
Please tell me if you think that a +2 LA is appropriate for this desert dwarf race. I also need to implement a fear of water and its effects, any help on this would be great.

The Tahkshar are a desert dwelling race of humanoids that dominate the northern wastes. They look like shorter but much sturdier humans with no body hair and skin like dull bronze. They are physically gifted and are finely tuned for the kind of existence they tend to lead. Many cover themselves in grey-white tattoos using a mix of the draconic language and Tahkshar pictographs. Once slaves to the dragons that used to rule the wastes, they are quite adept at hunting down and killing dragons or any draconic being that they might come into contact with. The Tahkshar are also known to have a deathly fear of large bodies of water.

Racial Traits:
- Medium Humanoid, Earth subtype
- +2 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom, -4 Charisma: The Tahkshar are quite sturdy but their xenophobic ways make for strained relationships with those of other races
- +2 racial bonus on attack rolls against humanoids with the reptilian subtype and any creature with the dragon type or dragon-blooded subtype
- +4 dodge bonus to Armor Class against dragons
- +2 racial bonus on Knowledge (Architecture, Engineering, Dungeoneering) and Profession (Miner) checks
- -4 on Bluff, Diplomacy and Sense Motive checks when dealing with non-Tahkshar due to their naturally paranoid tendencies
- Desert Adaptation: +4 on fortitude saves to resist the effects of hot weather or gas attacks.
- Sturdy Frame: Tahkshar are considered large when figuring encumbrance limits , racial armors do not affect land movement speed, +2 to resist bull rush, overrun, and trip attacks
- Proficient with Tahkshar weapons and armor
- Level Adjustment: +2
Krusk

08-23-07, 03:52 PM
I would take out the skill penalties to bluff sense motive and diplomacy, this is already reflected in the charisma penalty.

Also, I dont think this would be a LA 2, i would put it more at 1. but im not too amazing at judging LA.

Maybe they do not need water to live, and must make a will save dc X in order to go within line of sight of a large body of water. Also when taking dessication damage they have the damage die downsized by one. INstead of d6 they get d4.

Also, probably a racial penalty to swim checks and holding breath while in water.