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| #1SiberysJan 12, 2010 22:24:21 | (I put this in lore because I'm looking for fluff angles to pursue.) I've statted up Lizardfolk of various types as PC races, which I intend to allow in my next Eberron game. Whenever I homebrew a race, I like to have at least one racial paragon path available. I'm having trouble coming up with a thematic paragon path for lizardfolk. As a note, in addition to the three types of lizardfolk that live in Q'barra, I also made a fourth that lives in the blade desert and talenta plains (remnants of the Lizardfolk driven out by the Dhakanni - think raptor-people for a physical description). Also, aside from the Duur'kala and Sharaat Khesh, what would be good PP ideas for Goblinoids? |
| #2Alex_Jan 13, 2010 10:59:24 | The Lizardfolk worshipped the Dragons and have strong Primal magic traditions, so I think a Dragon themed primal path would do the trick. For the Goblinoids, well they seem to be rather fond of flexible weapons such as flails, spiked chains, and scourges. Something that lets you do awesome (and probably dirty, underhanded) stuff with those would seem very appropriate. |
| #3SiberysJan 13, 2010 23:18:49 | Darguul chainmaster seems so obvious now. Thanks! I was considering doing a 'Draconic Atavist' PP for Kobolds. I could extend that to Lizardfolk very easily. The idea was the player would choose a progenitor as a focus, and get abilities based off of that progenitor. I figured it to be a way to show Irsvern/Iredar/Irvhir in Kobolds, but it could also represent, say, the influence of Haka'thorvak on those lizardfolk living near. They'd then choose the 'Khyber Focus'. How do you think that'd work out? |
| #4SiberysFeb 15, 2010 20:42:11 | Okay, so I finally got around to designing this. It's based on some material from the aforementioned Kobold Dragonshard, and is an amalgam of some concepts from warlocks and wardens. Mechanically, there's no reason it NEEDS to be kobold or lizardfolk only, but that prereq is there for fluff reasons. Any thoughts? Lineage of the Progenitors (11th): Choose one of the following lineages. You gain it's Blessing and its Prophecy. Some effects allow you to activate your lineage blessing. Your lineage prophecy is the most basic way to activate your lineage blessing. Eberron's Lineage Blessing: When your lineage blessing is activated, you immediately gain temporary hit points equal to your level. Prophecy: When an enemy adjacent to you shifts, you may activate your lineage blessing. Khyber's Lineage Blessing: When your lineage blessing is activated, you gain a +1 bonus to a single attack roll, damage roll, ability check, skill check, or saving throw made before the end of your next turn. Prophecy: When an enemy adjacent to you becomes bloodied, you may activate your lineage blessing. Siberys's Lineage Blessing: When your lineage blessing is activated, you may immediately shift 3 squares. Prophecy: When an enemy adjacent to you makes an opportunity attack, you may activate your lineage blessing. Progenitor's Blessing (11th): When you spend an action point to take an extra action, you may activate your lineage blessing. Favored of the Progenitors (16th): Your lineage blessing improves, as described below; Eberron's Lineage: When your lineage blessing is activated, you gain 3 additional temporary hit points. Khyber's Lineage: When your lineage blessing is activated, you gain an additional +1 bonus to the attack roll, damage roll, ability check, skill check, or saving throw. Siberys's Lineage: When your lineage blessing is activated, you may shift an additional 2 squares. Prophesied Bolt • Blood Seer Attack 11 Encounter • Force, Implement, Reliable Standard Action • Ranged 10 Target: One creature Attack: Intelligence vs. Will, Wisdom vs. Will, or Charisma vs. Will Hit: 3d10 + Intelligence, Wisdom, or Charisma modifier force damage, and you may activate your lineage blessing. Miss: The next time this encounter you use this power, you gain a +1 bonus to the attack roll and a +2 bonus to the damage roll for each time this encounter you missed with this power. Channel the Progenitors • Blood Seer Utility 12 Encounter Minor Action • Personal Effect: You may activate your lineage blessing. Avatar of the Progenitors • Blood Seer Attack 20 Daily • Force, Polymorph Minor Action • Personal Effect: You transform into an avatar of your chosen progenitor dragon until the end of the encounter. You may activate your lineage blessing. While in this form, your size is Large. Eberron's Lineage: An ally that starts his turn within 3 squares of you gains 5 temporary hit points. When an enemy within 3 squares of you shifts, you may activate your lineage blessing. Khyber's Lineage: An ally that starts his turn within 3 squares of you gains a +1 bonus to a single attack roll, damage roll, ability check, skill check, or saving throw made before the end of his next turn. When an enemy within 3 squares of you becomes bloodied or drops to 0 hit points, you may activate your lineage blessing. Siberys's Lineage: An ally that starts his turn within 3 squares of you may shift 3 squares. When an enemy within 3 squares of you makes an opportunity attack, you may activate your lineage blessing. Once during this encounter, you can make the following implement attack while in this form. Standard Action • Close burst 3 Target: Each enemy in burst Attack: Intelligence vs. Will, Wisdom vs. Will, or Charisma vs. Will. Make two attack rolls, and use the higher result. Hit: 4d8 + Intelligence, Wisdom, or Charisma modifier force damage. Miss: Half damage Effect: You may activate your lineage blessing.
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| #5AlasFeb 17, 2010 15:45:17 | On the goblinoid end of things, I've always thought it would be neat to have a Barghest paragon path, especially for goblin wardens, druids, and barbarians. Some wolfy-shape powers, some foe-eating healing, and so forth. An unusual angle: in real world folklore, goblins have a reputation for stealing children ("The gobble-uns 'at gits you ef ya don't watch out!"). In Eberron, the goblinoids of Darguun are notorious slavers. How about a goblinoid paragon path for the "Taker," with powers that focus on quickly and quietly removing opponents non-lethally from the field? Slowing, immobilizing, silencing, fear... it'd be a controller/striker kind of thing, but thematically it should work for both creepy little goblins and lurking big bugbears. Hm, may try that one myself. EDIT: Something like... this! Darguuni AbductorPrerequisite: Must be a goblin, hobgoblin, or bugbear. Goblin Grip (11th level): You may use your highest ability score when making a grab attack. Tools of Coercion (11th level): You may add the enhancement bonus of an implement or one handed weapon you are wielding to your grab attacks. You must still have one hand free to make the grab, and you must be proficient with the implement or weapon you are wielding. In the case of weapons, you do not also add the weapon's proficiency bonus. Dramatic Abduction (11th level): When you spend an action point to make a grab attack and that grab succeeds, you may also move your speed. As you move, you pull the target of the grab with you. The target of the grab must end the move in an open space adjacent to you. Spirited Away (16th level): While you have an enemy grabbed, it does not have line of sight to its allies, its allies do not have line of sight to it, and it cannot assist in flanking. Gotcha Darguuni Abductor Attack 11Encounter * Fear Standard Action Melee Target: One creature Effect: You make a grab attack against the target. If the grab succeeds, the target is also dazed until the end of your next turn, and you make a secondary attack. Secondary Target: All enemies within 5 squares of the primary target. Secondary Attack: Your highest ability score +6 vs. Will (At 21st level, your highest ability score +9 vs. Will) Hit: The secondary target takes a -2 penalty to attack rolls until the end of its next turn. Dragged Back Screaming Darguuni Abductor Utility 12Encounter Immediate Reaction Trigger: A creature you have grabbed escapes the grab. Effect: The triggering creature is knocked prone and dazed until the beginning of its next turn. Never Seen Again Darguuni Abductor Attack 20Daily * Teleport Standard Action Melee Target: One creature Effect: You make a grab attack against the target. If the grab succeeds, you may teleport up to 10 squares, taking the target creature with you. You do not need line of sight to your destination. The target creature must end the teleport in an open square adjacent to you. |