| Post/Author/DateTime | Post |
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| #1coffeegoblinDec 06, 2010 15:30:29 | hi.i'm thinking of making a new campaign setting,for my next run as gm. basically,it's a world partly turned to swampland.one of the main races will be a half-human half-alligator race.not sure how to make it though. looking at it,it needs to swim,obviously.and was thinking for stats:+2con,and +2str or +2 int. anyone have any thoughts/ideas they can add? |
| #2slobo777aDec 06, 2010 17:05:29 | The trick is to not get carried away with visions of claws and teeth (fine IMO, but only benefit melee classes, so should be gained as racial feats or similar), and instead to come up with the *core* abilities that would benefit any class. General toughness and thick skin have been done for a lot of monstrous races, but might be a reasonable place to start. One thing that comes to mind for me is that gators tend to stay still a lot, then move with a very fast lunge. You could perhaps mirror that with a movement ability, perhaps the ability to convert two minor actions (spent on this power in consecutive rounds) into an additional move action. |
| #3TheAbstruseOneDec 06, 2010 20:10:21 | Gatorman Creature Type: Beast Ability Scores: +2 Strength, +2 Con Skill Bonuses: +2 Nature, +2 Intimidate Amphibious: Gatormen can breathe underwater and can swim at their speed Swamp Camoflage: Gatormen receive a +2 bonus to Stealth checks when in a swamp environment Deathgrip: If a Gatorman has a creature grabbed and moves or is forced to move, the creature may make an Escape Attempt as a free action. If the creature fails the attempt, the creature moves along with the Gatorman. I suck at naming stuff, so feel free to rename any of those. The Deathgrip ability is really powerful, especially with Gladiator-style Fighter builds that use a lot of grab attacks, so if you go with that ability, make sure not to give the race too many more buffs to keep them balanced. |
| #4slobo777aDec 07, 2010 3:01:24 | Gatorman Deathgrip would be cool racial feat, and definitely has the feel of a gator power, but it doesn't really fill the niche of racial power very well, because it requires a melee build that uses grab to see it get used. The big thing about racial powers is that they should get used by anyone playing a character of that race (so there's a constant reminder to all at the table that you are a member of that race), and in addition the ideal is that all classes would find the powers useful. As an alternative, based on my description of upgrading two minors to a move above, I might propose: Gatormen gain the Prepare Lunge racial power Prepare Lunge, Encounter, Minor Until the end of their next turn, the gatorman gains access to the Gator Lunge power. The gatorman loses this prepared power if they voluntarily move from their current square. Gator Lunge, At-will (only when prepared), Minor The gatorman may take a regular Move action. . . . the reasoning is that nearly all classes would appreciate an extra Move action now and then, and that a character using it will move in a stop/start way, which reminds me very vaguely of a gator (making it realistic with no movement for 10 rounds then a super-powerful charge wouldn't really fit with balanced play :-). |
| #5pluisjenDec 07, 2010 3:22:17 | That lunge seems rather clumsy, imho. If you want the lunge... how about something like this? Gator Lunge Standard Action, Encounter, Racial Move your speed, then make an At-will attack. Allows melee characters to "charge" with any of their at-will powers once per encounter, allows ranged characters to disengage from melee and still attack, allows strikers to get in position easier... should be good for everyone. Also doesn't run the risk of being useless by getting hit with slow/immobilized. I also agree that Deathgrip should be a Feat (probably a Paragon or Epic one, too) and not a racial feature. (Also, technically, gators don't breath underwater, they can just hold their breath pretty long) |