| Post/Author/DateTime | Post |
|---|---|
| Illithid0011-22-07, 08:54 PM | Alright, I have a "new" idea here. I'm sure it's been somewhere else, but I don't know where. For my homebrew world, I want to have certain traits that characters take at first level, and then can expand on and enhance at higher levels. I got my inspiration mainly from the dragonmarks of Eberron, at least what I've heard of them. One "trait" I'm thinking of is a kind of a claw on one hand. It will have a drawback, as will all my "traits". I'm thinking the claw will give a natural weapon that does 1d4 damage (depending on size), but the claw will impede skills that involve using the hand. As the PC gains levels, the drawback can either be reduced or the claw-hand can be enhanced. What do you guys think? I'm still trying to think of a name for the "trait" ability, and I'm interested in what everyone else thinks of this idea. I'm open to any suggestions and ideas. Thanks! |
| Thief_of_Hope11-23-07, 01:49 AM | I think it's an awesome idea! As for a name, I think maybe you could just keep going with "trait"... http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm :D So would the claw hand penalize Sleight of Hand, maybe boost Climb, and penalize ranged attacks? Those are just a couple ideas off the top of my head. Happy trails! |
| Illithid0011-23-07, 02:54 AM | I like the ideas for the penalties for the claw trait. Only certain ranged attacks would be penalized though. Hand crossbows shot with the other hand, daggers thrown with the other hand, etc. wouldn't be affected. I'm still looking for other ideas too. All I have so far is a claw trait and a tail trait that I'm vaguely brainstorming. I looked at the "traits" section of the SRD, but I'm thinking of more physical mutations: a claw, a tail, physical things like that. Thanks for the link though! |
| Lord_Tirian11-24-07, 08:10 AM | If possible, don't treat it as natural weapon, rather say the claw is treated as a weapon that cannot be disarmed. Why? Because natural weapon rules are... screwy. They rob you of the multiple attacks, due to BAB, but allow you to make secondary attacks. Keeping it as "treat as a weapon" is cleaner, keeps it more in line with everything else, and makes it easier to see how it interacts with BAB and fighting with two weapons. This is especially true, if you also want to introduce "bites" or "tail slams". Cheers, LT. |