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Request for homebrew eval - Dridkal, swamp race
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<blockquote data-quote="michaiel" data-source="post: 5247382" data-attributes="member: 92302"><p><strong>Simplification!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></strong></p><p></p><p>oK, so I've tried simplifying it. That was one of the main issues raised against this race. So how is it looking now?</p><p></p><ul> <li data-xf-list-type="ul">+4 Dex +2 Con –2 Cha –2 Wis</li> <li data-xf-list-type="ul">Humanoid (reptilian)</li> <li data-xf-list-type="ul">Medium</li> <li data-xf-list-type="ul">30 ft base speed</li> <li data-xf-list-type="ul">Swampwalk: Swamp-like terrain does not count as difficult terrain, and swamp-like vapors or mists do not count as poor visibility</li> <li data-xf-list-type="ul">Immunity to poison and fear effects</li> <li data-xf-list-type="ul">Natural armor +1</li> <li data-xf-list-type="ul">Damage reduction 5/piercing</li> <li data-xf-list-type="ul">Echolocation: Dridkal possess Blindsense 40’. They receive a +4 racial bonus to listen and spot checks to hear noise or notice substantial objects (medium creature or larger). If they cannot utter sound or hear, or are not in a gaseous environment, they cannot use this ability.</li> <li data-xf-list-type="ul">Poor Vision: Dridkal’s cloudy vision limits the usable range of their eyesight. Up to 60’, they have a miss chance of 10%, and any spot or search checks that rely solely on vision take a -2 penalty. Past 60’ dridkal are effectively blinded. 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. They have immunity to gaze attacks, except within 60’ (which still has a 10% failure chance).</li> <li data-xf-list-type="ul">Light Blindness: As drow</li> <li data-xf-list-type="ul">Weapon Familiarity: Racial weapons treated as martial, rather than exotic</li> <li data-xf-list-type="ul">Racial Hatred: +2 racial bonus to attack and damage versus [racial enemy]</li> <li data-xf-list-type="ul">Early Training: Choose one feat or special ability from this list at character creation:<br /> <em>Feats:</em> Frantic Rage, Righteous Wrath, Weapon Finesse, Blind Fight, Two-Weapon Fighting, Animal Affinity, Combat Casting, Still Spell, Silent Spell<br /> <em>Abilities:</em> Scent, Defensive Casting (casting spells do not provoke attacks of opportunity, and Concentration DC remains the same)</li> <li data-xf-list-type="ul">Automatic Languages: Dridik. Bonus Languages: Common, Draconic, Terran, Aquan, Sylvan</li> <li data-xf-list-type="ul">Favored Class: Fighter</li> <li data-xf-list-type="ul">LA +1</li> </ul></blockquote><p></p>
[QUOTE="michaiel, post: 5247382, member: 92302"] [b]Simplification!! :)[/b] oK, so I've tried simplifying it. That was one of the main issues raised against this race. So how is it looking now? [LIST] [*]+4 Dex +2 Con –2 Cha –2 Wis [*]Humanoid (reptilian) [*]Medium [*]30 ft base speed [*]Swampwalk: Swamp-like terrain does not count as difficult terrain, and swamp-like vapors or mists do not count as poor visibility [*]Immunity to poison and fear effects [*]Natural armor +1 [*]Damage reduction 5/piercing [*]Echolocation: Dridkal possess Blindsense 40’. They receive a +4 racial bonus to listen and spot checks to hear noise or notice substantial objects (medium creature or larger). If they cannot utter sound or hear, or are not in a gaseous environment, they cannot use this ability. [*]Poor Vision: Dridkal’s cloudy vision limits the usable range of their eyesight. Up to 60’, they have a miss chance of 10%, and any spot or search checks that rely solely on vision take a -2 penalty. Past 60’ dridkal are effectively blinded. 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. They have immunity to gaze attacks, except within 60’ (which still has a 10% failure chance). [*]Light Blindness: As drow [*]Weapon Familiarity: Racial weapons treated as martial, rather than exotic [*]Racial Hatred: +2 racial bonus to attack and damage versus [racial enemy] [*]Early Training: Choose one feat or special ability from this list at character creation: [I]Feats:[/I] Frantic Rage, Righteous Wrath, Weapon Finesse, Blind Fight, Two-Weapon Fighting, Animal Affinity, Combat Casting, Still Spell, Silent Spell [I]Abilities:[/I] Scent, Defensive Casting (casting spells do not provoke attacks of opportunity, and Concentration DC remains the same) [*]Automatic Languages: Dridik. Bonus Languages: Common, Draconic, Terran, Aquan, Sylvan [*]Favored Class: Fighter [*]LA +1 [/LIST] [/QUOTE]
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