Dungeonborn

chronoplasm

First Post
Ok, so I'm going to need some help with this...

DUNGEONBORN

A reaction between the spellplague and the stagnant energy of the ancient dungeons caused the bones, stones, and derilect torture devices of these dungeons to meld together into flesh and bone.
The resulting creatures are living embodiments of pain and suffering.
They are called Dungeonborn.

Their mangled humanoid bodies are fused with masonry, chains, spikes, and dungeon traps.

Ability Scores:
+2 Constitution, +2 Dexterity
Size: Medium
Speed: 4 squares
Vision: Darkvision

Languages: Common
Skill Bonuses: +2 Dungeoneering, +2 Athletics

Trap Jaw You can use Trap Jaw as an encounter power.

Trap Jaw -- Dungeonborn Racial Power
Your body becomes a gaping maw formed from chains and spikes to snare enemies.

I'm not sure how thats going to work.

OK, so... any suggestions for how I can go from here?
 
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Looks interesting. I like the trap jaw ability. You may look at a bunch of classic monsters and use their abilities. For example: modiefied powers from the Dungeons of Death from 1e, trappers, giant crayfish, kobolds, ability to throw down a trap per encounter (pit, etc.)

jh

Since it sounds so much like the reptilian dragonborne, only as elementals, will the females have boobs? (just kidding..poking fun at how game imitates thoughtless art ;)
 

Yes, big +5 spikey juggs of pain. :P

Yeah, while I'm not exactly sure how I want to do the Trap Jaw, I do have a few really vague ideas.
When you create your Dungeonborn character, choose Poison Trap, Spike Trap, or Magic Trap to determine what save your targets have to make to avoid getting caught. I'm thinking maybe this also determines how the Jaw deals damage.
Enemies caught in your trap jaws are immobilized until the beginning of your next turn.
 

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