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| SpikeRosered12-17-07, 06:32 AM | A LA+1 race. I believe the stats to be very balanced since the Yautja is actually just a edit of the LA+1 duerger race from Races of Faerun. I added stats to specific Yautja weapons near the end. I took some of that information from various other attempts to D&Dify a Yautja on the web. I very much like how it all turned out and I'm looking forward to trying out this race in a campaign one day. Please read and review. Yautja +2 Con, -4 Cha Medium Size Speed: 30 Combat Bonus: +4 dodge bonus against humans. Anytime a creature is caught Flat Footed it loses its dodge bonus as well. Darkvision (Ex): 120 Feet Weapon Proficiency: Yautja are proficient with all weapons and items specifically made for their race. Begin play equipped with their mask, lacking all vision modes except darkvision, and wrist blades. All upgrades and new yautja weapons must be crafted by the Yautja or bestowed/given to them. (Ie: Maul, Vision Modes, smart disc, med kit, and Plasma caster) Lesser Invisibility (Sp): At Will can use lesser invisibility. While invisible it is still possible to see a Yautja with a successful spot check. While in this mode, the Yautja gains a +10 to hide check (receives an automatic +5 even if not deliberately trying to hide his presence), and is considered to have partial cover with a 20% miss chance. However any water that touches the Yautja while in this mode disables it for 1d4 rounds. Furthermore, if ever hit with a successful attack this ability becomes unusable for 1d8 rounds. Takes a standard action to activate. Light sensitive (Ex): Anytime a Yautja is made to look at bright sunlight or within the area of a daylight spell whilst not wearing their mask is dazzled for its duration. Also loses darkvision for the duration. A Yautja's natural vision is in the infrared. Trapcunning: Yautja +2 racial bonus when crafting or detecting traps. Just coming within 10 feet of a trap allows the Yautja to sense the presence of the trap and make a search check as if they were actively searching for it. Stability: +4 racial bonus to resist being tripped or bull rushed whilst standing on solid ground. Immunities: Immune to paralysis, phantasms, and poison. Saving Throws: +2 bonus to resist spells and spell-like abilities. +1 racial bonus whilst attacking orcs and goblinoids. Skill Bonuses (Ex): +2 to appraise and craft when dealing with yautja weaponary and items. +1 bonus to survival, listen, and spot checks. +2 bonus to intimidate checks. +4 bonus on move silently checks. Languages: Common, Yautja, Yautja sign language. Favored Class: Ranger LA +1 Special Equipment Mentions Mask: Vision Modes: The Mask can be inhanced with multiple vision modes. While in an alternate vision mode The Yautja loses his darkvision, and gains the vision described below. Standard Action to switch modes. Heat Vision: Creatuers or items that would usually be given concealment to heat vision can even be viewed in this mode. 120 ft Ultrasound: gives the Yautja blindesense 30ft. However if attacked with a sonic attack it disrupts this vision mode for 1d4 rounds. 120 ft Ultra Violet: Can perceive ethereal creatures, magic, and psionic auras. (Targeting: when equiped with a plasma caster, the Yautja can take a standard action to make a ranged touch attack against any target within the Plasma Caster's range. If successful, the mask locks onto the target, and thusly the next round the Yautja may make a ranged touch attack with the plasma caster instead of a standard attack roll. Can target multiple creatures.) Wrist Blades: 1d6+2 (17-20x2) Plasma Caster: Shoulder cannon. 3d6 + 1d6 Fire (19-20x3) Range: 80 feet (Is controlled and fired through a Yautja's mask. Is useless without it) Combistick: Telescoping staff. 1d8 (20x3) Range: 10 feet Smart Disc: Chakra. 1d6+3 (19-20x3) Range: 30 ft. Returns to thrower. Med Kit: Contains two special potions that may be injected into the arm. The kind of cure wounds effect they give depends on the craft check of when it was made. (If low a cure light, if fair cure moderate, etc.) However the injections are very painful and the recipient must make a Fortitude save (DC: 12) or be stunned for a round upon injection. Maul: 1d10 (20x2) |
| Watsyurname52912-17-07, 07:36 AM | Now while I'm not sure what it should be, that should have a higher LA. |
| AdenThornwood12-17-07, 08:43 AM | It was a good effort, but I'm bothered that you didn't seem to really show what the Yautja are like. What I mean is; Their ability adjustments are much greater than what you gave them (according to the movies the predators are strong as hell, very agile, and hard to kill), the saving throws versus spells and goblinoids is questionable, their suit provides the invisibility not themselves, immunities are questionable, being they are such a powerful race they should be a higher LA, give them higher survival, listen, and spot checks, and what kind of cure wounds effect does the medkit provide? I'd say give them +4 Strength, +2 Dexterity, +2 Constitution, -4 Charisma, +4 to all fortitude saving throws, lose the Combat bonus, and add in more traits that better describes the yautjas you see in the original 'Predator' movies. |
| Master_Vega12-17-07, 06:27 PM | It was a good effort, but I'm bothered that you didn't seem to really show what the Yautja are like. What I mean is; Their ability adjustments are much greater than what you gave them (according to the movies the predators are strong as hell, very agile, and hard to kill), the saving throws versus spells and goblinoids is questionable, their suit provides the invisibility not themselves, immunities are questionable, being they are such a powerful race they should be a higher LA, give them higher survival, listen, and spot checks, and what kind of cure wounds effect does the medkit provide? I'd say give them +4 Strength, +2 Dexterity, +2 Constitution, -4 Charisma, +4 to all fortitude saving throws, lose the Combat bonus, and add in more traits that better describes the yautjas you see in the original 'Predator' movies. Don't forget HORRIBLE spot checks if not wearing their masks (due to their near-sightedness mentioned in Predator books.) Predators are ideal hunters... when they have their equipment. :P |
| SpikeRosered12-17-07, 06:27 PM | To be honest I agree, the augmentation I added to the Duerger race does make this character truly a Predator as you see in the movies and books. However I want this character to be playable. If the LA is too high then it makes it a very unattractive choice for a PC. I suppose I could give him DR, increased jumping capabilities, and bonus on his stats and saves and make him a LA+2. However, I was hoping to achieve a lot of that with just the items and skills I gained during the campaign. I'm thinking that the Predators you see in the media you mentioned are level 15 Yautja or something similar. They don't start with massive strength, good fortitude, crazy jumping skills, etc. but they develop it through stat increase and skill increases. The problem about these made up characters is arguing the fairness of their abilities in comparion to their LA with your DM. That's why I chose to stay as close to an already existing race as possible, making it very easy to argue its validity with so much being close to the abilities of an already existing, established race. I've seen many a version of the Yautja in D&D form, but they're always LA+5 or close to it. Imo LA+5 is too much and makes the race rather unfun, being so behind the rest of the party. I feel like a lot of characters from other media whom people try to D&Dify always remain so true to the source material that they make a character unplayable. While it may be fun to see how powerful they would be in terms of D&D, I bet for the most part a lot of these races are never used by a PC for those same reasons. I wanted to change that with this design, reduce the power/accuracy to increase the playability and fairness. This is especially true since if I were to play this character, he would actually be able to speak common, unlike the real Yautjas. |
| SpikeRosered12-17-07, 06:31 PM | Now while I'm not sure what it should be, that should have a higher LA. You say that, but to be honest, this race is almost just a reimagining of the LA+1 duerger race. The only key differences are the trading of stonecunning for trapcunning, and enlarge person/invisibility for lesser invisibility. I guess the Yautja weaponery is extra, but I found that to be more asthetic than anything else. As long as you're playing as class with martial proficiencys it doesn't really matter anyway. |
| Tema6901-20-08, 05:00 PM | I really like this, except for the Orc/Goblinoid thing, I don't see where you get this from? Trade it for some Survival/Jump/Climb bonuses. And as it has been mentioned, maybe add some penalties to any check related to vision when not wearing the mask. I'd say that to use the Lesser Invis., a Yautja must be wearing his/her netsuit. But I guess a Yautja would wear his/her netsuit all the time anyway, even while showering (do they do that? as a hunter race, I'd guess they did, to mask their smell). Another thing to consider is their bright yellow blood. This might grant a bonus to anyone trying to track it? +2 maybe? What about a Racial Paragon Class? I think I'll try to come up with one soon. |