Racial Powers I: Dragonborn

So, looking at balance stuff:

Snarling Bite - currently broken. You could consider making it more specialized (something extra that triggers on opportunity attacks or as an immediate action), more effective but a standard action such as by adding conditions, a bonus attack when you crit (similar to the dagger master PP), or any number of other options. Also, it may be worth remembering that minor actions can carry a 1/round tag. For example, it could be a minor 1/round that requires that you miss with a melee attack that round before you use it.

Whirlwind Breath presumably doesn't use up the normal breath weapon use? If it did, it should be a minor action, like the normal breath weapon (and possibly just be a feat). The special should also give you the option to increase the radius, not automatically increase it. It seems a little weak for an encounter, otherwise. Consider that a ranger's Dire Wolverine Stance will do, say, 1d10 and include enhancement and feat bonus to damage for instance. I think you could get away with 2d6. Should Empowered Dragonbreath help at all here?

Draconic Rage is too weak as a daily (at least, assuming it actually replaces a daily 1 attack power). I'd say you could safely add a die of damage and push 1 straight to the Hit line. Also, you don't need to put 'If you hit' on the 'Hit' line... by definition :) Be aware that the chance to hit with this power is not that great, with no implement or weapon bonus, and no +2/+4/+6 like the racial power gets. It also has no 'Miss'.

Dragonspit feels weak, but as a minor action I'm not sure it is. I'd want to take that for a whirl a bit - I could definitely see a class with a strong at-will (like the Ranger) liking it.

Elemental Hide - as a reaction, this won't help you against the attack that triggered it I assume you know but maybe not. That plus the sustain minor is interesting. I suspect interrupt would be simpler, but the way you have is very powerful for fights against energy themed creatures... like dragons.

Bathed in Fire - Miss on an encounter power is different and interesting. Again, assuming it doesn't use up your dragonbreath and should empowered dragonbreath help?

Tail Slap - It seems odd for tails to do 'W' damage, but I'm guessing that's covered. I'd be tempted to go 1W + slide 1, but that's just personal pref, seems good.

Dragon Awe - Playtest this puppy a bit, as AoE stun that ignores friendlies is a pretty big deal. My gut is that it's too low level but don't have time to research better.

Three Legs Are Better Than Two - This has to be an interrupt...

Controlled Glide - This should probably be a Free Action

Wzter Breathing - should probably give a +4 bonus. Ignoring cover due to water seems odd for ranged/area attacks just cause you can breath water...

Tail Sweep - Cool. Dex to hit and Str to damage is interesting... does make it difficult for fighter/paladin/melee rangers, but very good for brutal scoundrels...

Okay, taking a break there, this is a mountain of powers.
 

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First.... AMAZING WORK! I have been (for years now) working on a game world that has a continent ruled by dragons and their noble houses. Dragonborn (formerly half-dragons) are the highest ranking humanoids (along with kobolds, which are draconic in my world) in their caste system, basically being the nobles and chosen of the draconic houses. I've really been hoping to see material like this, expanding a lot more on racial abilities.

On another note, Goodman Games also has a book out related to this "Hero's Handbook - Dragonborn" that people interested in this might want to check out.


Second... onto the MECH...

FEATS
I would suggest an initial feat for dragonborn natural weapons.

Dragonborn Martial Training
Prerequisites: Dragonborn, any martial class
Benefits: You are no longer considered unarmed when not carrying a weapon. You gain a set of basic attacks using claw and tooth, that deal 1d6 damage. Your claws count as a double weapon (1d6/1d6 damage) for all feats and powers that require the use of two weapons.
Special: Natural weapon attacks denote the use of natural weapons as [NW].

"Enhanced Natural Weapon (Paragon) Natural weapon damage for a Dragonborn is 1d10."

Normal: Natural weapon damage for a Dragonborn is 1d6.
I see where this came from, since their breath increases from d6's to d10's. However, I would say this is too powerful for melee [W] attacks. Increasing from 1d6 to 1d10 is the equivalent of 2 size increases. I would suggest, to keep more in line with a Paragon feat, one of the following.
  • Your dragonborn natural weapons increase from 1d6 to 1d8.
  • Treat dragonborn natural weapons as high crit weapons.


What did you have in mind specifically for Tail and Wing feats?

Personally, I would make them both Paragon level feats. My verdict is out currently on flight as it is something I am chewing over since the new Dragonborn PP in PHB2. As for the tail, I would do something along the lines of:

Dragonborn Tail
Prerequisites: 11th level, Dragonborn
Benefits: You tapped into your inner draconic heritage and through a process of meditation and magical ritual (see Evolution Ritual) you have developed a draconic tail. This tail grants you a +1 feat bonus to Acrobatics and Athletics checks as well as a +1 feat bonus to Reflex due to your increased balance.


POWERS
First I have to say I love the idea of being able to choose between Racial and Class powers freely, without having to spend a Feat slot to do a "Power Swap". I personally think that avenue is a penalty to character development.

Now, on specific powers.

One thing I would note, that as I suggested on feats above, these powers SHOULD require some level of Prerequisite to take. For instance, "Snarling Bite" would require the "Dragonborn Martial Training" feat.

Snarling Bite: Too powerful. The same basic At-Will attack that every class has, but as a Minor Action? Far too powerful. I would suggest:

SNARLING BITE Dragonborn Attack 1
Prerequsite: Dragonborn Martial Training
At-Will * Martial, Natural Weapon
Standard Action * Melee 1
Target:
One creature
Attack: Make a Grab attack (PHB 290)
Hit: The enemy is immobilized until it escapes or you end the grab. Your enemy can attempt to escape on its turn. Make a secondary attack.
Secondary Attack: Strength vs. Reflex
Hit: 1[NW] + 1/2 Strength modifier damage.


Agree with keterys on a lot of these. If you want more specific feedback based on the samples above, I'd be happy to go through it some more.
 

Three Legs Are Better Than Two Dragonborn Utility 6
Most Dragonborn do not have tails. You do, however. You use your tail to stabilize yourself and prevent a fall.
Encounter
Immediate Reaction
Prerequisite: Dragon Tail feat.
Trigger: You are knocked prone.
Effect: You cannot be knocked prone until the end of your next turn.

The flavor text suggests that you do not fall prone. If that is the intent then you need to make this an immediate interrupt rather than an immediate reaction. If that is not the intent then I am not sure what good this power does anybody because you'll be prone until your next turn anyway.
 

Some great feedback guys - thanks! I'm going to revise the document incorporating a bunch of your suggestions. I'll post the revised version when I'm done!
 

I'll try and tackle the rest of the powers after my game late tonight, but... we'll see. Playing dnd four times this weekend, so may be hard to get a spare minute :) (yeah, that's a good kinda problem)

And, just cause I missed it on the powers feedback - hells yes I like this kinda thing. Good idea, keep it up, etc :)
 

On another note, Goodman Games also has a book out related to this "Hero's Handbook - Dragonborn" that people interested in this might want to check out.

I know of it, but I'm deliberately not looking at it.


I would suggest an initial feat for dragonborn natural weapons.

I think that would defeat the point of the whole racial power concept. Once you have to buy it, people aren't going to bother - they're not any more powerful than regular powers, so why not save the feat and just buy a class power instead? Without the feat expenditure, people are more likely to select racial feats.

What did you have in mind specifically for Tail and Wing feats?

Some minor bonuses (balance related - Acrobatics, probably) but primarlily access to the tail and wing powers.

Personally, I would make them both Paragon level feats.

I can't do that and retain low level powers related to them. I want the flavour to kick in early, not at paragon level.

First I have to say I love the idea of being able to choose between Racial and Class powers freely, without having to spend a Feat slot to do a "Power Swap". I personally think that avenue is a penalty to character development.

I agree. The idea isn't to discourage people from taking racial powers by making them pay extra for them.
 

The flavor text suggests that you do not fall prone. If that is the intent then you need to make this an immediate interrupt rather than an immediate reaction. If that is not the intent then I am not sure what good this power does anybody because you'll be prone until your next turn anyway.

Yup, I meant interrupt. Typing too fast!
 

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