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| #1dndweertApr 19, 2010 9:21:49 | Here are my 4e write-ups for the Saurials. Saurials
Bladeback
Racial Traits Average Height: 5’9”–6’4” Average Weight: 155–225 lb.
Ability Scores: +2 Strength, +2 Charisma Size: Medium Speed: 6 squares Vision: Normal
Languages: Common, Draconic Skill Bonuses: +2 Athletics, +2 Diplomacy Thunder Resistance: You have resist thunder 5 + one-half your level. Tail Sweep: You can use tail slash as an encounter power.
Tail Slash Racial Power Encounter Minor Close Burst 1 Attack: Strength vs. AC, or Dexterity vs. AC Hit: 1d6 + Strength modifier damage, and the target is knocked prone. Level 11: 2d6 + Strength modifier damage. Level 21: 3d6 + Strength modifier damage.
Finhead
Racial Traits Average Height: 5’6”–6’2” Average Weight: 135–220 lb.
Ability Scores: +2 Dexterity, +2 Wisdom Size: Medium Speed: 6 squares Vision: Normal
Languages: Common, Draconic Skill Bonuses: +2 Acrobatics, +2 Athletics Thunder Resistance: You have resist thunder 5 + one-half your level. Sonic Resistance: You can use sonic resistance as an encounter power.
Flyer
Racial Traits Average Height: 3’10”–4’2” Average Weight: 75–85 lb.
Ability Scores: +2 Dexterity, +2 Intelligence Size: Small Speed: 4 squares, fly 6 squares Vision: Normal
Languages: Common, Draconic Skill Bonuses: +2 Acrobatics, +2 Athletics Thunder Resistance: You have resist thunder 5 + one-half your level. Flyby Attack: You can use flyby attack as an at-will power.
Flyby Attack Racial Power At-Will * Weapon Standard Melee 1 Effect: You fly up to 6 squares and make one melee basic attack at any point during that movement. You don’t provoke opportunity attacks when moving away from the target of the attack. Target: One creature Hit: 1[W] + Strength modifier damage
Hornhead
Racial Traits Average Height: 7'1" - 7'5" Average Weight: 320-350 lb.
Ability Scores: +2 Strength, +2 Intelligence Size: Medium Speed: 6 Vision: Normal
Languages: Common, Draconic Skill Bonuses: +2 Athletics, +2 Arcana, Dungeoneering, History, Nature, or Religion. Thunder Resistance: You have resist thunder 5 + one-half your level. Goring Charge: You can use goring charge as an encounter power.
Horned Charge Racial Power Encounter Effect: You charge and make the following attack in place of a melee basic attack. Target: One creature Attack: Strength, Constitution, or Dexterity + 4 (+6 at 11th level and +8 at 21st level) vs. AC Hit: 1d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage, and you push the target a number of squares equal to you Strength modifier, Constitution modifier, or Dexterity. Level 11: 2d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage. Level 21: 3d6 + Strength modifier, Constitution modifier, or Dexterity modifier damage. |
| #2The_SilverswordApr 19, 2010 17:24:09 | Hey cool man! I was so dissappointed that they didnt put a Saurial race in the 4e Realms players guide. Ive been doin some thinkin on a 4e Saurial myself, I was thinking of doing Fineads up like humans, extra at-will extra feat. The Finheads seem to be the "humans" out of the Saurials, but that would take away something from humans i think. I like the Sonic Resitance thing you gave them put i would just work it up like the Tieflings fire resistance instead of a racial power, maybe instead of that give them an extra at-will? I like the Bladeblacks racial power, I was thinking of something like that as well, but only i was just going to make it a close burst, but i like how you got it set up as an immediate reaction, I would make it do a little more damage maybe bump it up to a d8 or d10, and maybe make the trigger instead of the target not moving, make it when ever youre flanked? I was going to suggest makeing thier stat bonus +2 to Wis intead of Str, but they are the leaders of the Saurials so many would probably be Warlords so +2 to Str would make sense. Maybe make it +2 to Str or Wis? I didnt have a clue on how to do Flyers, flight seems to be a Paragon ability so giving it to a 1st level pc seems to be overbalanced, but i think youve done them justice, and it doesnt look overbalanced at all. Ive got no suggestions here, i think youve definitely nailed it. The Hornheads strike me as being the Wizard type so I would make their stat bonuses +2 Int, +2 Wis or Str, but definitely not Dex, actually the 2e Hornheads had a -2 to Dex. Id change the Racial power too, I dont like that one even for the Minotaur, do d6 on a charge when I could do weapon damage instead? I just dont see how that would ever be useful, unless im carrying around just a dagger. They get knocked prone as well, but still. I would makes this one an immediate reaction as well, maybe after you drop an opponent then you get a free horn attack or something? Im not sure about giveing them a bonus to AC, thats one of the things that they seemed to change in 4e. Races that once got an AC bonus due to natural armor no longer get it, like the Warforged, even though i think they should. But they need something to make them different from other races, so why not? I dont see a +1 bonus to AC as being overbalanced or anything. I wasnt sure to have something about them being slowed in the cold or from cold based attacks, but that is another thing that 4e has steered away from adding penalties the the Races, so i think its cool you left that out, that could be part of the fluff. All in all good job man, im glad im not the only one who wanted to see Saurials in 4e. |
| #3dndweertApr 21, 2010 12:31:18 | Thanks for the suggestions! This was my first try creating 4e races. You might also want to check out my loxo and thri-kreen write-ups. |
| #4The_SilverswordApr 21, 2010 21:06:58 | Dude! get out of my head! Me and my bud sfdragon have been workin on our own homebrew version of the Border Kingdoms, and weve been talking about having the Loxo and Thri-Kreens in there, so thats cool that youve done write ups for them already! We need Wemics too! Its all in sfdragons Hands of the Triad group, check it out, membership is open community.wizards.com/handsofthetriad/go.... |
| #5sfdragonApr 21, 2010 21:19:57 | consider the invite to join sent..... |
| #6Matt_JamesApr 21, 2010 21:46:35 | Sweet write-ups ![]() |
| #7dndweertApr 23, 2010 10:46:10 | Now I just need to come up with a new racial power for the finheads. Any ideas? |
| #8The_SilverswordApr 23, 2010 15:52:11 | Instead of a racial power they could just get an extra At-Will, like humans, being the "humans" of the Saurials i think that would make sense. I dont know ill need to read up on them some more, i was flipping through some older issues of Dragon down at the used bookstore and came across one that had a full write up of Saurials for 3.xe that looks to be a little more indepth than that web enhancement article they did for the Serpent Kingdoms. I'll do an indepth reading of those and that might give me some good ideas for 4e. |
| #9dndweertApr 24, 2010 6:15:58 | I read that article a couple of years ago but I can't find it anymore, it's hidden somewhere on the WotC website. I also read the web enhancement for Serpent Kingdoms and the 2e Monstrous Compendium for some more info on Saurials. I don't like giving finheads another at-will power. I'd like to do something with the finheads absolute view of evil and good or maybe an attack with their natural weapons... |
| #10bitter_chivalryMay 29, 2010 3:27:38 | I don't know if this is coming too late but the 3E article on Saurials is here: www.wizards.com/default.asp?x=dnd/frx/20... ![]() |