Ghariali - Crocodilian Riverdwellers (With Racial Weapons)

Lord Slaw said:
Perhaps too many situational bonuses added up to too many bonuses period?
Bingo.


Lord Slaw said:
I have been thinking that they need a drawback or two to be paired with this, since the only killers they have right now are a slow land speed and a big penalty in cold (also situational). Any suggestions on what could be cut and what could be added in to counterbalance?
Saurials (a reptilian dinosaur decended race) have cold torpor:

From the Serpent Kingdoms Web Enhancement (found here)
Cold Torpor (Ex): Bladebacks are warm-blooded creatures, but they retain heat poorly in cold environments. Thus, a bladeback takes a -5 penalty on Fortitude saving throws made to avoid nonlethal damage from cold environments, and it takes double the normal amount of nonlethal damage for failing such a saving throw.
 

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f_Khumatm_5a2f07f.jpg
 

Thurbane, very cool picture, but not quite what I had in mind. That seems more like Reveille's Gatorfolk - the Ghariali have a body shape and structure similar to that of a Yuan-Ti Pureblood.

Reveille, that Cold Torpor thing looks perfect. I'm also going to chop a few of those better bonuses to try and bring them down to an LA +0 - since as an LA +1, they're pretty sad. Here's a new revision...

· +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.
· +4 racial bonus on Handle Animal checks when working with crocodilians. Ghariali hold a deep respect for and understanding of their less advanced cousins, and often raise them for use as mutual guardians and mounts
· 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.
· +2 racial bonus on Wild Empathy checks to influence the attitude of crocodilian animals. Ghariali possess an innate understanding of all crocodilians, thanks to their shared ancestry.
· 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 fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, she must repeat the save attempt every 10 minutes it 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.

OK, main changes are removing the Hide bonus while in water (I like the idea of them being vibrantly colored), addition of Cold Torpor (huge drawback), and Saltwater Sensitivity (gavials are river dwellers ONLY - this further restricts the use of racial abilities). I'd say that this brings them at least into the Dwarf range, but I'm happy to hear further disagreements. Any opinions on the racial weapons? The only one that might bring about some worry is the urumi - like a Spiked Chain, yes, but it's main difference (and disadvantage) is that it isn't a reach weapon.
 

With respect to Cold Torpor, it's not as big a drawback as all that. I suggest an additional negative effect when affected by spells with the Cold descriptor - Cone of Cold etc. Perhaps being slowed or stunned or fatigued?

I'd also drop the bonuses for Handle Animal and Wild Empathy (and the fluff text): they've got Speak With Animals. Drop too the automatic languages: there's no reason for them. On the plus side, I'd also get rid of the saltwater sensitivity: crocodilians exist in both salt and fresh water.
 

Quarts said:
With respect to Cold Torpor, it's not as big a drawback as all that. I suggest an additional negative effect when affected by spells with the Cold descriptor - Cone of Cold etc. Perhaps being slowed or stunned or fatigued?
Certainly a possibility - I'll have to think about that. But, at the same time, it's more environmental cold and long-lasting cold that would hit them hard - they aren't desert-dwellers, just tropical.

Quartz said:
I'd also drop the bonuses for Handle Animal and Wild Empathy (and the fluff text): they've got Speak With Animals. Drop too the automatic languages: there's no reason for them. On the plus side, I'd also get rid of the saltwater sensitivity: crocodilians exist in both salt and fresh water.
Crocodilians do indeed exist in saltwater and freshwater, but gavials are exclusively freshwater. A quick variant would be an estuary-dweller with Freshwater Sensitivity instead, for coastal campaigns.

As for the languages, the race as a whole is isolationist, choosing to avoid interacting with most other races whenever possible. As such, they keep to their own tongues, forgoing Common and all of the other common racial languages. Draconic is pretty much the default language for reptilian humanoids (I have to give the SOMETHING), and Aquan is, of course, water-based. They would only bother to speak with their immediate neighbors, and then only to keep the peace. With their location, this would most likely be other savage reptilians, aquatic creatures, and woodland creatures. Very few would choose to learn Common (save for the rare travelers). Something I intend on mentioning later is that Ghariali DO have their own language, but all it is is a mash of Draconic and Aquan - as such, a character knowing either could get the gist of what they're saying, and a character knowing both could understand them perfectly. However, if the Ghariali were to be forced to come to a quick understanding with an outsider who only knows one or the other, they would limit themselves to whichever one the other is most comfortable with.

You do have a point with the Handle Animal and Wild Empathy bonuses - if I had to pick between one or the other, I would have to choose the speak with animals - it's more useful overall. And when you put in a feature that caters specifically to a certain class (Druid/Ranger), then players have a habit of always picking that one class. I intend for them to have a varied culture, with everything from the standard Druids and Rangers to Scouts patrolling the borders to a small order of Paladins, in the event that alliances must be forged with other races, for the sake of survival. Not just a bunch of Druids, Rangers, and Barbarians.

I dare say that, at this point, the race seems fairly balanced at LA +0 - it certainly isn't past Dwarf range. :p
 

Lord Slaw said:
You do have a point with the Handle Animal and Wild Empathy bonuses - if I had to pick between one or the other, I would have to choose the speak with animals - it's more useful overall. And when you put in a feature that caters specifically to a certain class (Druid/Ranger), then players have a habit of always picking that one class. I intend for them to have a varied culture, with everything from the standard Druids and Rangers to Scouts patrolling the borders to a small order of Paladins, in the event that alliances must be forged with other races, for the sake of survival. Not just a bunch of Druids, Rangers, and Barbarians.
I have a feat for my Tale of the Twin Sus setting which might interest you if you end up dropping the Wild Empathy bonus.

[sblock=Survivalist Feat]Survivalist [Background]
You feel comfortable and at home in wide open spaces.
Benefit: You have spent so much time in the wilderness that the birds and beasts that call nature home regard you as one of their own. Survival is always a class skill for you as is Knowledge (Nature). If either of these skills is already considered a class skill by virtue of another feat, then you gain a +2 bonus on all checks regarding either skill.

In addition you are treated as having one level in the druid or ranger class, but only gain the benefit of the Wild Empathy class feature.

You sometimes feel uncomfortable in towns that have a population of 401 or more which results in a -2 natural modifier to Diplomacy and Sense Motive checks in these towns due to your lack of experience in the intricacies of courtly manners.

If at some point in your adventuring career you gain levels in the Druid or Ranger class, the virtual level granted with this feat stacks with your actual class levels for determining the result of a Wild Empathy check.[/sblock]
 

*SNAP!*

That was the sound that came from my outlet the moment my system went dark. The problem was in the wall and my surge suppressor worked as advertised, but still...exciting couple of minutes!
In the down-time I statted up my Ghariali (BTW, how do you pronounce that? Hard or soft 'G'?) Swordsage. I've grown rather fond of him; I think he has potential.

Even as a youth Dawari Nayeffi was known as a lazy ne'er-do-well, spending all his time with old Master Nejalli, practicing sword-thrusts and learning bawdy songs. The Master's death by natural causes stunned his young student, who had just begun his formal training. Determined now to show his people that he can be more than just a shiftless lay-about, Dawari embarks on a journey to find his destiny...

Dawari Nayeffi

Male Ghariali Swordsage 1
CN Medium humanoid (reptilian)
Init: +5; Senses: Listen +5, Search -1, Spot +3
Languages: Aquan, Draconic

AC: 17 (+1 natural, +4 dexterity, +2 armor), touch 14, flat-footed 13
HP: 9 (d8 HD+1)
Fort: +1, Ref: +6, Will: +5

Speed: 20 ft./swim 40 ft.
Melee: Talwar +3 (1d6+2/18-20 x2/slash) or Talwar +1 and Katar +0 (1d4+1/x3/pierce)
Ranged: Dart +4 (1d4+1/x2/pierce/20-ft range increment)
BAB: +0; Grp: +2
Combat Gear: 1 bag of caltrops, 1 Smokestick, 1 Potion of Cure Light Wounds

Abilities: Str 14, Dex 18, Con 13, Int 9, Wis 16, Cha 9
Feats: Murky-eyed (Flaw*), Combat Relfexes, Two-Weapon Fighting
Skills: Balance +8, Hide +8, Jump +4, Knowledge (local) +0, Knowledge (nature) +0, Listen +5, Perform (song) +0, Survival +4, Swim +12, Tumble +8

*Murky-eyed (Flaw): If an opponent has concealment, roll miss chance twice. If either or both result in a miss, attack fails.
___________________________
Possessions: Traveler's outfit, 10-foot pole, leather armor, talwar and katar, 6 darts (in belt pouch), silk rope (50'), 2 torches, waterskin, belt pouch containing: CLW potion, bag of caltrops, Smokestick, 2 Tindertwigs, 3 gp, 7 sp, 8 cp.
Maneuvers: (6 known, 4 readied, 1 stance)
Blistering Flourish (DW): 30-ft. radius burst, Fort DC 14 or Dazzled for 1 minute.
Child Of Shadow / Stance (SH): Move 10+ feet and gain concealment.
Clinging Shadow Strike (SH): +1d6 damage, and Fort 14 or 20% miss chance 1 minute.
Mighty Throw (SS): Trip attempt +8, throw opponent up to 10-ft. (lands prone).
Shadow Blade Technique (SH): Roll 2d20, +1d6 cold damage if lower roll hits.
Wind Stride (DW): +10-ft. bonus to land speed.
Wolf Fang Strike (TC): Attack single foe with 2 weapons as standard action.

I hope you like him. I know I do.
 

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