So first time posting on this forum. I'm not sure if this is the right messageboard for this, because while the race most certainly could be used for a monster, it's been designed to a viable PC race.
So as not to overwhelm anybody, I will post only the barebone stats. I will attach the full descriptive writeup for anyone that's interested; a quick read-through will definitely give more meaning to the creature.
What I'm primarily concerned with is balance issues. I'm looking to create an LA 1 race, so I looked at other LA 1 races and used them as guides, and also employed the rules in the Savage Species book for creating a monster and determining LA as well as the DMG's rules for balancing ability modifiers. Without actually playtesting this build, I feel I've made it fairly balanced, with only a couple really decent bonuses and a couple substantial limitations. However, I'd like other people's thoughts and (hopefully) expertise before presenting it to my DM (who, btw, is running a whacked-out mutated-by-radiation, several-centuries-after-WW3 campaign, and essentially gave me permission to create my own race).
Those items I consider worthy of any consideration for adjustment I've bolded, whereas features that limit I've marked in red.
So without further ado...
The Dridkalth
So as not to overwhelm anybody, I will post only the barebone stats. I will attach the full descriptive writeup for anyone that's interested; a quick read-through will definitely give more meaning to the creature.
What I'm primarily concerned with is balance issues. I'm looking to create an LA 1 race, so I looked at other LA 1 races and used them as guides, and also employed the rules in the Savage Species book for creating a monster and determining LA as well as the DMG's rules for balancing ability modifiers. Without actually playtesting this build, I feel I've made it fairly balanced, with only a couple really decent bonuses and a couple substantial limitations. However, I'd like other people's thoughts and (hopefully) expertise before presenting it to my DM (who, btw, is running a whacked-out mutated-by-radiation, several-centuries-after-WW3 campaign, and essentially gave me permission to create my own race).
Those items I consider worthy of any consideration for adjustment I've bolded, whereas features that limit I've marked in red.
So without further ado...
The Dridkalth
- Abilities: +6 Dex, +2 Con, –4 Cha, –2 Wis
- Type (subtype): Humanoid (dridka, reptilian).
- Medium: As medium creatures, dridkal have no special bonuses or penalties due to their size.
- Dridki base land speed is 30 feet.
- Natural habitat: Dridkal are not hampered in swamps as are most creatures. Swamp-like terrain does not count as difficult terrain, and swamp-like vapors, mists, fogs, or gases do not count as poor visibility.
- Toxic Environment: Dridkal have immunity to poison.
- Resilient Hide: They have Natural armor +1 and Damage reduction 5/piercing (increases to +2 and 10/-- at twelfth level).
- Echolocation: Dridkal possess Blindsight 15’ and Blindsense 40’. They receive a +4 racial bonus to Perception checks to hear noise or notice substantial objects (medium creature or larger). If they cannot utter sound or hear, or are in a vacuum or underwater, they cannot use this ability.
- Poor Vision: Dridkal’s cloudy vision limits the usable range of their eyesight. Within 30’, opponents have partial concealment (10% miss chance) against them (though their blindsight negates this within the first 15’). From there up to 60’, the miss chance increases to 20%, and any Perception checks that rely solely on vision take a -2 penalty. In addition, against attacks originating between 30’ and 60’ dridkal receive a -2 penalty (or one equal to their Dexterity modifier + any dodge bonuses) to Armor Class, whichever is smaller (effectively, they cannot be worse off than flat-footed). Past 60’ dridkal are effectively blinded. Of the conditions that normally apply to the blinded condition, only those that apply to ranged conditions matter. Opponents gain total concealment (50% miss chance), the dridka is flat-footed against ranged attacks originating from beyond 60’, and activities that rely solely on vision automatically fail. On the positive side, their vision gives them immunity to gaze attacks, except within 30’ (which still has a 10% failure chance).
- Light Blindness: If suddenly exposed to daylight, dridkal are blinded for one round. During prolonged exposure to daylight, they take a cumulative -1 to sight-based checks, and also a -1 to attacks if they cannot use their echolocation.
- Weapon Familiarity: Dridkal are familiar with the weapons of their race. They may treat racial weapons as martial weapons, rather than exotic weapons. In addition, to represent their focused training while young, dridkal are proficient in wielding one type of wielding category (light melee, one-handed melee, two-handed melee, and ranged); this proficiency only applies to their racial weapons.
- Racial Hatred: Dridkal receive a +2 racial bonus to attack and damage versus the Kranalth.
- Courageous Warrior: Dridkal have immunity to fear effects.
- Early Training: Unlike many races, dridkal train their offspring from very young. Generally, this training focuses on fighting; however, sometimes natural talent in another area is recognized. Based on the class you will take your first level in, take one extra special ability, bonus, or feat below. For descriptions of feats not in the core books, see the section “Racial Bonus Feats”.
Barbarian: Choose either Frantic Rage or Righteous Wrath.
Bard:
Blademaster: You receive a +2 racial bonus to attack and damage on their chosen racial weapon.
Cleric:
Dragon Shaman: Choose Dragon Tail, Dragon Wings, or Dragon Wrought. If you choose Dragon Wrought, the immunities negate those of level four. At level four you instead receive Energy Resistance 10 against your chosen dragon’s energy type. This becomes an immunity as normal at level nine. Also, the skill bonus stacks with that of level two.
Druid:
Fighter: Choose either Weapon Finesse, to utilize your high dexterity, or Blind Fight, to represent training which does not rely on sight
Monk:
Paladin:
Ranger: If focused on archery (few dridkal are), gain Point Blank Shot; if melee, Two-Weapon Fighting; if survival and tracking, the Scent special ability; and if animals, Animal Affinity.
Rogue: Choose one feat from this list: Arterial Strike, Deft Strike, Foe Specialist, Precise Strike, Sacred Strike, Staggering Strike, Telling Blow.
Sorcerer: Choose two of the following: Combat Casting, Still Spell, and Silent Spell; OR choose Defensive Casting: casting spells do not provoke attacks of opportunity, and Concentration DC remains the same. Few dridkal become spellcasters, but those that do specialize in doing it well in the dangerous arena of the swamp where stealth can be paramount and in close-quarters melee combat, as part of their normal training in fighting tactics.
Wizard: Same as sorcerer. - Automatic Languages: Dridik. Bonus Languages: Common, Draconic, Terran, Aquan, and Sylvan.
- Favored Class: Dridkal Blademaster or Dragon Shaman.
- Level adjustment: +1