New Races: Lizardfolk a and Neanderthal

Post/Author/DateTimePost
#1

JohnLynch

Feb 07, 2015 5:40:49

In my home campaign I've got a new player starting, however the players are currently hidden 2 months deep into the Underdark in a lost world of dinosaurs, Lizardfolk and Neanderthals. I wanted to give the new player the option of playing a local (it would be a big help to the players). So here's my attempts at home brewing up a couple of races.


Lizardfolk


Ability Score Increase. +2 Strength, +1 Wisdom
Size. You stand between 6 feet and 7 feet tall. Your size is Medium.
Speed. Your base speed 30 ft. You have a swim speed of 30 ft.
Natural Armour. +1 AC
Hold Breath. You can hold your breath for a number of minutes up to 15 + your constitution modifier.
Tracker. You are proficient in Survival.
Born Crafter. You gain proficiency in the artisan's tools of your choice: jeweler's tools, potter's tools or woodcarver's tools.
Language: You can speak, read and write Draconic and Neanderthal.


Neanderthal


Ability Score Increase. +2 Strength, +1 Constitution
Size. You stand between 5 and a half to 6 and a half feet tall. Your size is Medium.
Speed. Your base speed 30 ft.
Natural Climber. When you climb your speed is not halved.
Savage Punch. Your unarmed strike deals 1d4 bludgeoning damage.
Skilled. You are proficient in a single skill of your choice.
Language: You can speak, read and write Neanderthal and Draconic.


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I'm pretty happy with the Neanderthal as it's essentially a variant human, although not quite as versatile making it a good precursor to modern man. The Lizardfolk I'm less confident with and could use some advice. So any feedback and suggestions would be welcome

#2

rampant

Feb 07, 2015 8:38:35

Well honestly Of the two I would expect the lizard folk to be +2 con +1 str, or the reverse, and while neannderthal was a bit bulkier than what we'd consider the average today it wasn't so great a difference as you're makinng it out to be here, I certainly would not consider them to be as strong and tougher than lizardfolk are traditionally portrayed. Even fantasy cavemen should have trouble matching up to a lizardfolk's durability. The jeweler's tools for lizardfolk seems off as well, albeit that's a cultural issue since they're traditionally portrayed as being poor in the kinds of materials that would allow for fine crafts being a bunch of tribal swamp dwellers and all. Neanderthal was not known for it's swimming abilities. And savage punch is horrible, At what point would anybody actually want to use that power? The monk gets a better version that wont stack, the wepon users have WEAPONS that can do the job better, and even the hold out knife is on par or better, and the non-melee characters are gonna wanna spend their actions getitng the frack out instead fo trying to batter their way through with their fists. NEither race is particulalry dynamic, but at least the lizardfolk's abilities are potent enoughto warrant play, the neanderthal is pretty much a lame duck, especially when you consider how useless savage punch is.

#3

JohnLynch

Feb 07, 2015 8:53:09

rampant wrote:
#4

rampant

Feb 07, 2015 12:22:27

What I know about old Neanderthal indicates that they took down larger prey via melee weapons and team tactics. You got claws like shortwords and teeth for days and more mass than a buik? Neanderthal don't care. Neanderthal gonna shove pointy sticks so far up your rear end they come out your eyes. 

 

I would reccomend something that emphasiszes their durability or team work.

#5

LuisCarlos17f

Feb 08, 2015 10:25:58

Prequisites to create a PC race:

 

- Interesting background. Why players enjoy with this race, why they feel a minimum empaty?

 

- Right balance of power, of course, but also interesting, fun racial traits, that it can be useful most of time.

 

- Enough flexible, not too specialized. If a race is good only to be fighter, spellcaster or stealth then you are doing it wrong.