Saurus in D&D [Archive] - Wizards Community

Post/Author/DateTimePost
Darish

03-27-07, 12:42 AM
My group is currently trying to put the Lizardmen culture from Warhammer into D&D rules. Right now, we're working on balancing the races. Since one member was comparing Saurus with Half-orcs and I stated that Half-orcs are actually pretty bad, I've been challenged to come up with a better melee LA+0 race than the current Saurus, which are as follows:

Saurus

Ability Modifiers: +2 Str -2 Dex

Speed: 30 ft

Favoured Class: Fighter

Racial Bonuses:
Coldblooded: Saurus are cold-blooded and as such react differently to mind-effects; thus saurus get +2 to all will saves.

Scaly Skin: Saurus have a +2 natural bonus to armour class. This can be improved by other means but as normally cannot be stacked with other natural armour bonus.

Bite Attack: Saurus are ferocious warriors that fight with everything they can including they powerful jaws. A bite is a secondary natural attack. In pratice this means that after your normal attacks are made you get an extra attack at -5 penalty. As with extra attacks this can only be used with Full Attack option. The bite deals 1d4 damage, plus one-half the Saurus' STR modifier (rounded down).
Note: The bite attack can be improved with the feat "Improved Natural Attack", from the monsters manual, wich in this case increases the damage from 1d4 to 1d6.

Low-light Vision: Saurus are jungle predators with excellent visual acuity, even in low light conditions. Saurus can see twice as far as Humans in torchlight, starlight, or similar conditions of poor illumination.

So this challenge is where members of this board come in. I'm not too familiar on extra races; are there any LA+0 ones that top the current Saurus? The Coldblooded rule is changing, so I don't know which version is meant for the challenge, but the newer version is less beneficial. I tihnk a human might top the Saurus, simply because a bonus feat is worth more than a bite attack(which isn't that useful, IMO) and some natural armor.
Treymordin

03-27-07, 09:36 AM
I am not too familiar with the other game that you are talking about, there was a group at my FLGS that use to play it so I am not sure if the translation is accurate or not.
Thomar_of_Uointer

03-27-07, 05:39 PM
The natural armor is far too powerful, even if it doesn't stack with an amulet of natural armor. The best natural armor on any race is +1, and mostly Small races get it. It's too weak to be LA +1, so just drop it to a normal +1 and it should be a good LA +0 race.
The Ubbergeek

03-27-07, 11:27 PM
If you want to do different, you can take the Saurials of FR (there is a free web enhancement for them) - dinosaurian humanoids.
bhu

03-28-07, 03:18 AM
How is +2 Natural Armor over powered?
Thomar_of_Uointer

03-28-07, 01:21 PM
How is +2 Natural Armor over powered?

Because it's more than any LA +0 race gets. Also keep in mind that the not-stacking is meaningless at low levels, and not much of a problem at higher levels (as the character will just pick something else for the amulet slot and take Improved Natural armor a lot).
bhu

03-28-07, 01:52 PM
Because it's more than any LA +0 race gets. Also keep in mind that the not-stacking is meaningless at low levels, and not much of a problem at higher levels (as the character will just pick something else for the amulet slot and take Improved Natural armor a lot).

Ah. Do they have to be LA +0?
Seldriss

03-28-07, 03:00 PM
Huh...
My question might be stupid, but why don't you simply use the lizardfolk from the Monster Manual, or one of the variants published in more recent supplements (MMIII) ?
Soulless_Enigma

03-28-07, 03:29 PM
I agree with Seldriss on this. I have made the decision that if anyone in my group wants to play Warhammer Lizardmen in D&D, then standard Lizardfolk stats will be used for saurus, Poison Dusk Lizardfolk will be used a skinks, and Blackscale Lizardfolk will be used as kroxigor (the last two are in MMIII).

My 2cp