Are other creature types than humanoids for players causing problems?

Verequus

First Post
Creating a new campaing setting, I'm thinking about changing a reptilian player race to the Dragon type, because they are in some sense related to them. Having the Dragon type is worth as being a dwarf, so I have to use a race with at least 2 hitdice for being able to add some other advantages. This change also implies to have a Charm Dragon spell akin Charm Person, at least this spell should be more readily available.

But I'm unsure, if this causing any problems, I don't see. Are there mechanics, who depend too heavily on having Humanoids like assumed in core rules except some spells? Are there other roleplaying difficulties? For example, count Lizardfolk (having similar builds to my dragonfolk) as unusual creatures regarding making armor?
 
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As long as you keep a close eye on those LA's, non-standard races generally work out just fine. Lizardfolk and other races with a significantly different build from the standard races will need to get their clothing, boots, armor etc. made especially for them, though.
 

Dragons traits are powerful (Blindsense, Darkvision, good saves, 6 skill points/level, d12 HD, BAB +1/HD, immunity to sleep/paralysis). You need to take this into account when figuring out level adjustment.
 

Tessarael said:
Dragons traits are powerful (Blindsense, Darkvision, good saves, 6 skill points/level, d12 HD, BAB +1/HD, immunity to sleep/paralysis). You need to take this into account when figuring out level adjustment.

Good point, Tessarael. If you don't want the LA to be too high it would probably be better to go with humanoid or monstrous humanoid. They can still be distant relatives of dragons, even if they don't actually count as dragons.
 

You have to watch out for spells affecting Humanoids only. In an Eberron game I ran recently, the artificer nearly cast enlarge person on the warforged fighter. He ended up casting it on the human paladin instead, but it was only after the game that I remembered that warforged are Constructs and the spell should not have worked on him if he had.
 

From the 3.5 SRD:

Dragon Type: A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.

Features: A dragon has the following features.

—12-sided Hit Dice.

—Base attack bonus equal to total Hit Dice (as fighter).

—Good Fortitude, Reflex, and Will saves.

—Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.

Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).

—Darkvision out to 60 feet and low-light vision.

—Immunity to magic sleep effects and paralysis effects.

—Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.

—Proficient with no armor.

—Dragons eat, sleep, and breathe.
Creatures of the Dragon type do not automatically have Blindsense, Blindsight, or whatnot. Just darkvision and low-light vision, plus immunity to sleep and paralysis. Pretty much equivalent in power/usefulness to the dwarf's darkvision, stonecunning, bonuses against a few particular creatures, and bonus on saves against magic. Having the Dragon type as opposed to Humanoid type is maybe equivalent to having the dwarf's skill bonuses, and perhaps their bonus against poison. At most.

Now, if you were talking about making a player race that was actually a Chromatic or Metallic or Gem Dragon, then there would be serious issues. But merely being a creature of the Dragon creature type is no big deal. Only a few spells and effects are specifically limited to affecting humanoids or the like, and there's always the improved versions about like Charm Monster, Dominate Monster, and such. Simply belonging to the Dragon type actually prevents the character from benefitting from a few spells, like Enlarge Person, so overall it has very little effect; the character is safe from a handful of spells, but immune to a few beneficial spells too. Don't worry about it, there are no serious ramifications for making a player-race that belongs to the Dragon creature type. Don't bother making a Charm Dragon spell, there's already Charm Monster.

I believe the Player's Handbook says in the Equipment chapter, near the Armor section, that armor made for unusually-shaped creatures may cost a bit more gold to make/purchase, but it's not important if the race is mostly human-like in form (no need to armor their tail or whatnot, and they'd only have to remove maybe one small piece of humanoid armor in order to fit their tail through).
 
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Here, let me give an example of a non-humanoid race I made a while back. I think it is quite well balanced against the existing core races, and interesting (though I haven't finished the background/culture/flavor text yet).

Comparison: In place of a human's extra skill points, Eltari have a few skill bonuses and a Charisma bonus. In place of a human's extra feat, they have a bonus on saves against electricity, sonics, and such. In place of a human's multiclassing flexibility, they have the Fey type. In exchange for being size Small and having a speed of only 20 feet, Eltari have resistance to electricity and sonics, and they have Weather Sense. The Eltari's sonic and electrical defenses are very situational and will only come into play on a few occasions, mind you, so they're not nearly as useful as fire or cold related defenses.

The Eltari
The eltari (i.e. elven, dwarven), many eltari (i.e. elves, dwarves), one eltari (i.e. elf, dwarf). The eltari are small but stocky folk, standing about 4 feet tall and broad of shoulder with a fairly average build and attractive features. Their skin is smooth and hairless, shaded pale platinum blue, and eltari never sweat but rather exude a constant, faint scent like incense, unique to the individual. Generally this scent can be noticed by creatures within twenty feet, farther by creatures with a good sense of smell.
Eltari have slightly angular facial features, with broad but flat and angular noses, slightly long pointed ears, and slanted eyes. Their eyes are somewhat large with feline-like pupils, and are always some shade of green or blue. Eltari have hair upon their heads despite their lack of it elsewhere, and only a few males have facial hair, either a sparse beard, thin mustache, or small goatee. An eltari's hair is generally of some random dark color, though occasionally a moderate shade of green or blue. Lightning seems to play across their eyes when angry or mischevious, and their voice rumbles a bit then too.
They have two tongues inside their mouth, each slightly thinner than a humanoid's tongue and this peculiar trait makes it easier for eltari to speak odd languages that they might learn over time. It also allows them to produce a few unique sounds when singing or playing wind instruments. Another odd feature of eltari is their reverse-jointed feet, which point backwards rather than forwards, and this can leave an odd reverse-oriented trail when they walk.

Eltari Racial Traits

+2 Charisma: The eltari are a very charming, witty, and sociable people, often ready to lighten a mood with jokes, song, or poetics, yet somber and regal when the situation warrants it. They tend to think in verse much of the time, often speaking in poetics, rhetoric, riddles, or song. Eltari are fair of face and skin, not quite as tall as most humanoids or fey, but neither are they exceedingly short compared to such folk. Their stocky build makes eltari stronger and tougher than other smallish humanoids or fey. However, it also makes them less nimble, though they do have good equilibrium and muscle coordination. Overall this makes them similar in physique to the somewhat-taller humanoids, with finer features, a well-defined figure, a personal aroma, and a hearty or sultry voice.

Small-size: As Small-sized creatures, eltari enjoy a +1 size bonus to attack rolls and Armor Class, as well as a +4 size bonus on Hide checks. However, their carrying capacities are only two-thirds those of Medium-sized creatures, and they deal a base of only 1d2 subdual damage with unarmed strikes. Eltari must wield smaller weapons than Medium-sized creatures do, but they also use lighter-weight small armor and shields. Eltari suffer a size penalty to certain checks and rolls where greater mass, reach, girth, or height would be advantageous.

Speed: Eltari base speed is 20 feet.

Fey: Unlike most of the common intelligent races, eltari are fey rather than humanoid. They are simply more open-minded and social than other fey tend to be, so they spread more readily thoughout humanoid lands. Eltari are often called stormborn or storm fey, due to their mysterious connection to storms and weather. When many eltari in a locale are unhappy, the weather seems more prone to storms and overcast skies, while the sky tends to be clear with mild weather when very many eltari in a region are in good spirits. As fey, eltari are not subject to effects that would only affect humanoids or the like, but they are instead vulnerable to effects that would target fey. Eltari do not have low-light vision, unlike most other fey, and do not automatically have proficiency in all simple weapons either.

Electricity Resistance 6 and Sonic Resistance 6 (Ex): The eltari have a minor natural connection to storms and weather, so they are innately resistant to effects like lightning and thunder. Thus, an eltari ignores the first 6 electricity damage dealt to them each round, and likewise ignores the first 6 sonic damage dealt to them each round. Electricity Resistance and Sonic Resistance are extraordinary abilities. The eltari's natural Resistances stack with any granted by items, magic, psionics, and class abilities.

+3 on saves against Electricity effects and Sonic effects: Eltari enjoy a natural resistance to certain forces related to their inherant magical affinity. This save bonus also applies against effects that would blind or dazzle the eltari with light, and effects that would deafen or stun the eltari with sound, as well as functioning against any effects that would only work on an eltari who personally heard the caster speak (and similar circumstances).

Weather Sense (Ex): An eltari always knows what the weather will be like in their vicinity for the next 24 hours, and can predict the weather in a particular location within 20 miles for one week on a successful DC 15 Wisdom check. It takes 1 minute of studying the sky to predict the weather for a week, and the eltari can only attempt the check once per day. Weather Sense is an extraordinary ability, and only functions when the eltari can see the sky to study it. It does not apply to conditions indoors or underground, but it can predict planar phenomenon that substitute for weather. Also, whenever a natural disaster or storm is about to occur (but only if it is relatively natural for the area) in the eltari's vicinity, an eltari automatically senses the impending event 1 hour before the event reaches the eltari's vicinity. The eltari senses the general nature of such a disaster or storm, such as detecting if it will come from above or below, or from a particular direction, and whether it will be very intense (such as a full-fledged earthquake, hurricane, tsunami tidal wave, falling star, hail storm, major tornado, etc.) or of lesser intensity (a series of tremors, a minor tidal wave, a strong blizzard, a small tornado, etc.). The eltari also senses which direction or directions are the best ways to go for potentially escaping the disaster or storm.

+2 on Balance, Sleight of Hand, and Tumble checks, and on checks to Oppose Being Tripped: As they have good muscular coordination and bodily equilibrium, eltari have an easier time keeping their balance and performing tricks with sleight of hand or acrobatics. They also have a better chance of keeping on their feet when something or someone tries to knock them down.

+2 on Perform checks: Eltari have a natural affinity for music and talespinning, with a strong oral tradition amongst their people, so all eltari acquire a knack for performance. Eltari always count Perform as a class skill, regardless of what class or classes they progress in.

Automatic Languages: Sylvan and Common. Eltari speak the language of fey, a melodious tongue that lilts and rolls in a singsong manner, wonderful for the musically-inclined eltari. Sylvan is a slightly complex language, though the written form is a simple, flowing script of loops and curls, merely with a large alphabet and fast speech.

Bonus Languages: Any except secret languages, such as druidic. Eltari are minstrels and adventurers at heart, so they tend to travel everywhere and sample everything, learning the languages of those lands they wish to visit someday. They also have a natural curiosity for learning secrets and legends of all varieties, and the best way to learn them is to speak with the people who know.

Favored Class: An eltari has bard as their favored class, which is not counted when determining multiclass Experience penalties.
 
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Thanks to all contributors! Now I can include the Dragonfolk without fearing to regret it. Like Arkhandus wrote, the dragonfolk shouldn't be as powerful as normal dragons. I'll aim for 2 HD and +1 LA, so they will use indeed all features of the Dragon type. BTW, your Eltari are interesting, but unfortunately not very useful for my world. I don't know, if I'll include the fey, because I've always disliked them.

On another note, using Upper_Krust's CR system from the upcoming Immortals Handbook, the Dragon type adds +0.5 to the CR, the traits of the Dwarf +0.51. But this system scales about one and a half higher than WotC's one, so the additions are about +0.33/0.34 in core.
 

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