Lord Slaw
First Post
Lizardfolk are cool and all, but I couldn't help but feel that they were a little bit flat. Barbaric reptilian nomads - ho hum. So, I took the liberty of spicing them up a bit, and before I knew it, I had completely left them behind, maintaining only trace amounts of their former characteristics.
What I came up with are the now-named Gharialis - think Yuan-Ti, but with crocodiles. Specifically, gavials - an Indian variety of the alligator with a thin, elongated snout used for catching fish. Before I start writing up a racial history and explaining my choices, I want to get their racial traits clear first, as I'm shooting for LA +0 - one of the big points here is that I want to make them accessible to most players, albeit under unusual circumstances.
In short, I took inspiration from Lizardfolk, Darfellan, Gnomes, Yuan-Ti, and Sahuagin, along with taking a peek at the statistics block for crocodiles. Makes for an interesting mishmash, I would say. But, sadly, no bite attack - I did a little biological research, as well, and a gavial's jaws are not suited for anything other than small fish.
NOTE - The traits displayed below are updated with the latest revisions.
REQUEST FOR CRITICISM - Racial traits can always use polishing, and the racial weapons could do with a little critique. I'm not worried about the talwar, katar, khanda, or chakram, as these are all established weapons, but thoughts on the bagh nakh and urumi (especially the urumi) would be appreciated. This includes people who would like to point out mistakes in real-life use and cultural errors, since this is pretty closely tied with India, the native land of the gavial.
GHARIALI RACIAL TRAITS
· +2 Dexterity, -2 Charisma. Ghariali are lithe and graceful, especially in the water, but their isolationist attitude and nature tends to make them stubborn and reserved.
· Medium: As Medium creatures, Ghariali have no special bonuses or penalties due to their size.
· Ghariali base land speed is 20 feet. Ghariali are primarily adapted for swimming, and are a little slow on land.
· A ghariali has a base swim speed of 40 feet. A ghariali has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. A ghariali can use the run action while swimming, provided she swims in a straight line.
· +2 racial bonus on Balance checks. A Ghariali's tail aids in its balance.
· A ghariali can lie in the water with only her eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
· +1 natural armor bonus. A ghariali's scales are thick and tough, though not as much as those of their crocodilian cousins.
· Cold Torpor (Ex): Ghariali are cold-blooded creatures, acclimated to a warm environment. As such, they retain heat poorly in cold environments. Thus, a ghariali takes a -5 penalty on Fortitude saving throws made to avoid nonlethal damage from cold environments, and she takes double the normal amount of nonlethal damage for failing such a saving throw.
· Saltwater Sensitivity (Ex): A ghariali fully immersed in saltwater must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, she must repeat the save attempt every 10 minutes she remains immersed.
· Hold Breath (Ex): A ghariali can hold her breath for a number of rounds equal to four times her Constitution score before she risks drowning. Any round that a ghariali spends completely motionless, taking no move or standard actions, only counts as half of a round for the purposes of holding her breath.
· Automatic Languages: Aquan and Draconic. Bonus Languages: Common, Sylvan.
· Spell-Like Abilities: 1/day – speak with animals (crocodilian only, duration 1 minute).
· Favored Class: Druid. A multiclass gharial’s druid class does not count when determining whether she takes an experience point penalty for multiclassing. Druids are integral to ghariali culture, and many of their leaders are druids.
· Level adjustment +0.
RACIAL WEAPONS
Simple Weapons
Light Melee Weapons
Bagh Nakh | 2 gp | 1d3 | 1d4 | 19-20 | - | 1 lb. | Slashing
Katar | 2 gp | 1d3 | 1d4 | x3 | - | 1 lb. | Piercing
Martial Weapons
One-Handed Melee Weapons
Khanda | 15 gp | 1d6 | 1d8 | 19-20 | - | 5 lb. | Slashing
Talwar | 15 gp | 1d4 | 1d6 | 18-20 | - | 4 lb. | Slashing
Exotic Weapons
One-Handed Melee Weapons
Urumi | 20 gp | 1d6 | 1d8 | 19-20 | - | 3 lb. | Slashing
Ranged Weapons
Chakram | 15 gp | 1d3 | 1d4 | x3 | 30 ft. | 2 lb. | Slashing
Bagh Nakh: A bagh nakh, otherwise known as a tiger claw, is a set of metal knuckles equipped with small, slashing blades along the knuckles.
With a bagh nakh, you recieve a +4 bonus on rolls to avoid being disarmed.
Urumi: An urumi is a long, thin, flexible strip(s) of steel with a cutting edge attached to a sword hilt.
Because an urumi can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the urumi to avoid being tripped.
When using an urumi, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an urumi sized for you, even though it isn't a light weapon for you.
Equivalencies
Katar - Punching Dagger
Khanda - Longsword
Talwar - Scimitar
FUTURE UPDATES - Standard info provided with core races, racial deity, general characteristics (weapon/armor preferences, etc.), and Monster Manual-style statistics block for various NPCs. Yep, this guy's going into one of my campaigns.
What I came up with are the now-named Gharialis - think Yuan-Ti, but with crocodiles. Specifically, gavials - an Indian variety of the alligator with a thin, elongated snout used for catching fish. Before I start writing up a racial history and explaining my choices, I want to get their racial traits clear first, as I'm shooting for LA +0 - one of the big points here is that I want to make them accessible to most players, albeit under unusual circumstances.
In short, I took inspiration from Lizardfolk, Darfellan, Gnomes, Yuan-Ti, and Sahuagin, along with taking a peek at the statistics block for crocodiles. Makes for an interesting mishmash, I would say. But, sadly, no bite attack - I did a little biological research, as well, and a gavial's jaws are not suited for anything other than small fish.
NOTE - The traits displayed below are updated with the latest revisions.
REQUEST FOR CRITICISM - Racial traits can always use polishing, and the racial weapons could do with a little critique. I'm not worried about the talwar, katar, khanda, or chakram, as these are all established weapons, but thoughts on the bagh nakh and urumi (especially the urumi) would be appreciated. This includes people who would like to point out mistakes in real-life use and cultural errors, since this is pretty closely tied with India, the native land of the gavial.
GHARIALI RACIAL TRAITS
· +2 Dexterity, -2 Charisma. Ghariali are lithe and graceful, especially in the water, but their isolationist attitude and nature tends to make them stubborn and reserved.
· Medium: As Medium creatures, Ghariali have no special bonuses or penalties due to their size.
· Ghariali base land speed is 20 feet. Ghariali are primarily adapted for swimming, and are a little slow on land.
· A ghariali has a base swim speed of 40 feet. A ghariali has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. A ghariali can use the run action while swimming, provided she swims in a straight line.
· +2 racial bonus on Balance checks. A Ghariali's tail aids in its balance.
· A ghariali can lie in the water with only her eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
· +1 natural armor bonus. A ghariali's scales are thick and tough, though not as much as those of their crocodilian cousins.
· Cold Torpor (Ex): Ghariali are cold-blooded creatures, acclimated to a warm environment. As such, they retain heat poorly in cold environments. Thus, a ghariali takes a -5 penalty on Fortitude saving throws made to avoid nonlethal damage from cold environments, and she takes double the normal amount of nonlethal damage for failing such a saving throw.
· Saltwater Sensitivity (Ex): A ghariali fully immersed in saltwater must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, she must repeat the save attempt every 10 minutes she remains immersed.
· Hold Breath (Ex): A ghariali can hold her breath for a number of rounds equal to four times her Constitution score before she risks drowning. Any round that a ghariali spends completely motionless, taking no move or standard actions, only counts as half of a round for the purposes of holding her breath.
· Automatic Languages: Aquan and Draconic. Bonus Languages: Common, Sylvan.
· Spell-Like Abilities: 1/day – speak with animals (crocodilian only, duration 1 minute).
· Favored Class: Druid. A multiclass gharial’s druid class does not count when determining whether she takes an experience point penalty for multiclassing. Druids are integral to ghariali culture, and many of their leaders are druids.
· Level adjustment +0.
RACIAL WEAPONS
Simple Weapons
Light Melee Weapons
Bagh Nakh | 2 gp | 1d3 | 1d4 | 19-20 | - | 1 lb. | Slashing
Katar | 2 gp | 1d3 | 1d4 | x3 | - | 1 lb. | Piercing
Martial Weapons
One-Handed Melee Weapons
Khanda | 15 gp | 1d6 | 1d8 | 19-20 | - | 5 lb. | Slashing
Talwar | 15 gp | 1d4 | 1d6 | 18-20 | - | 4 lb. | Slashing
Exotic Weapons
One-Handed Melee Weapons
Urumi | 20 gp | 1d6 | 1d8 | 19-20 | - | 3 lb. | Slashing
Ranged Weapons
Chakram | 15 gp | 1d3 | 1d4 | x3 | 30 ft. | 2 lb. | Slashing
Bagh Nakh: A bagh nakh, otherwise known as a tiger claw, is a set of metal knuckles equipped with small, slashing blades along the knuckles.
With a bagh nakh, you recieve a +4 bonus on rolls to avoid being disarmed.
Urumi: An urumi is a long, thin, flexible strip(s) of steel with a cutting edge attached to a sword hilt.
Because an urumi can wrap around an enemy's leg or other limb, you can make trip attacks with it. If you are tripped during your own trip attempt, you can drop the urumi to avoid being tripped.
When using an urumi, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an urumi sized for you, even though it isn't a light weapon for you.
Equivalencies
Katar - Punching Dagger
Khanda - Longsword
Talwar - Scimitar
FUTURE UPDATES - Standard info provided with core races, racial deity, general characteristics (weapon/armor preferences, etc.), and Monster Manual-style statistics block for various NPCs. Yep, this guy's going into one of my campaigns.
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