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*Pathfinder & Starfinder
Racial Powers I: Dragonborn
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<blockquote data-quote="Khaalis" data-source="post: 4719003" data-attributes="member: 2167"><p>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. </p><p></p><p>On another note, <em>Goodman Games</em> also has a book out related to this "Hero's Handbook - Dragonborn" that people interested in this might want to check out.</p><p></p><p></p><p>Second... onto the MECH...</p><p></p><p><u>FEATS</u></p><p>I would suggest an initial feat for dragonborn natural weapons.</p><p></p><p><span style="color: RoyalBlue"><strong>Dragonborn Martial Training</strong></span></p><p><strong>Prerequisites:</strong> Dragonborn, any martial class</p><p><strong>Benefits:</strong> 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. </p><p><strong>Special:</strong> Natural weapon attacks denote the use of natural weapons as [NW].</p><p></p><p></p><p>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.</p><ul> <li data-xf-list-type="ul">Your dragonborn natural weapons increase from 1d6 to 1d8.</li> </ul> <ul> <li data-xf-list-type="ul">Treat dragonborn natural weapons as high crit weapons.</li> </ul><p></p><p></p><p>What did you have in mind specifically for Tail and Wing feats?</p><p></p><p>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:</p><p></p><p><span style="color: RoyalBlue"><strong>Dragonborn Tail</strong></span></p><p><strong>Prerequisites:</strong> 11th level, Dragonborn</p><p><strong>Benefits:</strong> You tapped into your inner draconic heritage and through a process of meditation and magical ritual <em>(see Evolution Ritual)</em> 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.</p><p></p><p></p><p><u>POWERS</u></p><p>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.</p><p></p><p>Now, on specific powers.</p><p></p><p>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.</p><p></p><p><strong>Snarling Bite:</strong> Too powerful. The same basic At-Will attack that every class has, but as a Minor Action? Far too powerful. I would suggest:</p><p></p><p><strong><span style="color: SeaGreen">SNARLING BITE</span></strong> Dragonborn Attack 1</p><p><strong>Prerequsite:</strong> Dragonborn Martial Training</p><p><strong>At-Will * Martial, Natural Weapon</strong></p><p><strong>Standard Action * Melee 1</strong></p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Make a Grab attack (PHB 290)</p><p><strong>Hit:</strong> 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.</p><p><strong>Secondary Attack:</strong> Strength vs. Reflex </p><p><strong>Hit:</strong> 1[NW] + 1/2 Strength modifier damage.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 4719003, member: 2167"] 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, [i]Goodman Games[/i] 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... [u]FEATS[/u] I would suggest an initial feat for dragonborn natural weapons. [COLOR="RoyalBlue"][b]Dragonborn Martial Training[/b][/COLOR] [b]Prerequisites:[/b] Dragonborn, any martial class [b]Benefits:[/b] 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. [b]Special:[/b] Natural weapon attacks denote the use of natural weapons as [NW]. 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. [list]Your dragonborn natural weapons increase from 1d6 to 1d8.[/list] [list]Treat dragonborn natural weapons as high crit weapons.[/list] 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: [COLOR="RoyalBlue"][b]Dragonborn Tail[/b][/COLOR] [b]Prerequisites:[/b] 11th level, Dragonborn [b]Benefits:[/b] You tapped into your inner draconic heritage and through a process of meditation and magical ritual [i](see Evolution Ritual)[/i] 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. [u]POWERS[/u] 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. [b]Snarling Bite:[/b] Too powerful. The same basic At-Will attack that every class has, but as a Minor Action? Far too powerful. I would suggest: [B][COLOR="SeaGreen"]SNARLING BITE[/COLOR][/B] Dragonborn Attack 1 [b]Prerequsite:[/b] Dragonborn Martial Training [b]At-Will * Martial, Natural Weapon Standard Action * Melee 1 Target:[/b] One creature [b]Attack:[/b] Make a Grab attack (PHB 290) [b]Hit:[/b] 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. [b]Secondary Attack:[/b] Strength vs. Reflex [b]Hit:[/b] 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. [/QUOTE]
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