Two Aquatic Race Variants (now with Feats)

CleverNickName

Limit Break Dancing (He/They)
I have created two new versions of the Lizardfolk and the Merfolk. I hope to introuduce them in the campaign I am developing.

My goal for the lizardfolk was to remove the level adjustment, and make it comparable to the half-orc (which it will hopefully end up replacing). And I liked the SRD version of the merfolk well enough, but it didn't seem to have enough of a magical, mystical nature (and it would be pretty hard to adventure on land without legs). I gave it a +1 LA, but I'm wondering if that was enough...

Anyway, here are my notes...and as always, I appreciate any feedback or suggestions. I am paranoid about the balance and playability of these races.

[SBLOCK=Lizardfolk]The lizard folk are a hardy, reptilian race of humanoids that live in the salt marshes and rivers of the Fire Islands. They have a minimal, tribal society, and are known to be fiercely territorial...(more later).

Lizardfolk characters possess the following racial traits.
• +2 Strength, -2 Intelligence
• Medium size.
• A lizardfolk’s base land speed is 30 feet.
• Lizardfolk have finned, semi-prehensile tails which grant them a +4 racial bonus to Balance, Jump, and Swim checks.
• Natural Armor (Ex): lizardfolk have tough, scaly hides which grant them a +1 natural armor bonus.
• Natural Weapons: lizard folk have bony claws and fanged jaws, which they often use as weapons. A lizardfolk may attack with 2 claws (1d4 slashing damage each) as a primary weapon, and a bite attack (1d4 piercing damage) as a secondary weapon.
• Hold Breath (Ex): a lizardfolk may hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
• Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
• Favored Class: Druid.[/SBLOCK]I don't have them written up yet, but I have a handful of feats that this race can qualify for...
See below.


[SBLOCK=Merfolk]The merfolk of the Fire Islands are smaller than those found in the colder, northern seas near the Mainland, and have innate magical abilities. They are the free-spirited...(more later).

In their natural form, the merfolk have the upper body, arms, and heads of a halfling, with a dolphin’s tail instead of legs. This natural form is rarely seen by surface dwellers, however. To move around more easily on land, especially when interacting with villagers and fishermen, merfolk often assume the form of a halfling.

Merfolk Traits:
• +2 Constitution, +2 Charisma
• Small size: As a Small creature, a merfolk gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Merfolk have a base land speed of 20 feet, but only when in halfling form (see below).
• A merfolk has the aquatic subtype, with a base swim speed of 30 feet.
• +2 racial bonus on saving throws against spells from the Enchantment school. As fey creatures, merfolk have an innate resistance to enchantments.
• Add +1 to the Difficulty Class for all saving throws against Enchantment spells cast by merfolk. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against sahuagin.
• A merfolk 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. She can use the run action while swimming, provided she swims in a straight line.
• +2 racial bonus on Perform (singing) checks. Merfolk are especially gifted singers, and their beautiful voices are the stuff of legend.
• Fey Blood (Ex): merfolk are fey creatures, and as such they are subject to certain magical effects, restrictions, and limitations.
• Amphibious (Ex): merfolk can breathe both air and water indefinitely, regardless of what form they choose (see below).
• Alternate Form (Su): A merfolk can assume the shape of a halfling as a standard action. While in its alternate form, the merfolk loses her special swim speed, but gains a base land speed of 20. She can remain in this form indefinitely.
• Low-Light Vision (Ex): A merfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity (Ex): Merfolk may treat the net as a martial weapon instead of an exotic weapon.
• Weapon Proficiency (Ex): Merfolk gain the martial weapon proficiency for the trident as a bonus feat.
• Automatic Languages: Aguan and Common. Bonus Languages: Draconic, Elven, Sahuagin, and Triton. In addition, merfolk can speak with any aquatic animal (such as fish or crustaceans) once per day with her spell-like abilities (see below).
• Spell-Like Abilities (Sp): 1/day—speak with animals (aquatic animals only, duration 1 minute). A merfolk with a Charisma score of at least 10 also has the following spell-like abilities 1/day: dancing lights, ghost sound, and prestidigitation. Caster level 1st; save DC 10 + merfolk’s Cha modifier + spell level.
• Favored Class: Bard. A multiclass merfolk’s bard class does not count when determining whether he takes an experience point penalty. Merfolk do not typically play music instruments, preferring to make music with their own voices. However, some have been known to play flutes, chimes, and horns made from seashells.
• Level Adjustment: +1.[/SBLOCK]
 
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New Racial Feats

Poison Bite
Your reptilian bloodline has mingled with venomous snakes.
Prerequisite: lizardfolk race, Constitution 13+
Benefit: your bite attack is poisonous, dealing 1d4 initial and secondary Constitution damage. The Fortitude save DC to resist the poison is (10 + 1/2 your hit dice + your Constitution modifier.) You gain immunity to your own poison, as well as the poisonous bites of other lizardfolk.
Bad, bad idea. Please disregard. :)


Blinding Spittle
You have learned to spit venom into the eyes of your opponent.
Prerequisite: lizardfolk race, Con 13+
Benefit: you gain the ability to spit a mild venom into your opponent's eyes, useable once per hour. The effect is a ranged touch attack, with a ranged increment of 5 feet. (Fortitude save DC = 10 + 1/2 your hit dice + your Constitution modifier. Initial damage: blindness for 1 hour. Secondary damage: permanent blindness.) You are immune to your own venom, and cannot be blinded by it or by the venom of other lizardfolk.


Rending Grasp
You can combine both of your claw attacks into a single, devastating blow.
Prerequisite: lizardfolk race, Weapon Focus (claw), Strength 13+
Benefit: if you hit the same target with both claw attacks in the same round, you may latch onto your opponent's body and tear the flesh. This attack automatically deals an extra (2d4 + 1.5 x Strength modifier) points of damage to the opponent.


Tail Slap
You are trained to use your tail in combat.
Prerequisite: lizardfolk race, Multiattack
Benefit: You can use your tail to make a slam attack that deals 1d4 points of damage.
Special: You can make trip attacks with your tail. If you are tripped during your own trip attempt, you (obviously) cannot choose to drop your tail to avoid being tripped.


I need ideas for some merfolk-related feats. I'm trying to come up with a "swan song" feat, or maybe "siren's song," or something along those lines, but I've got a bad case of writers' block this evening. Has anyone developed any bard-esque, singing-related feats that they would like to share?
 
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I wouldn't peg those lizardfolk at LA +0, myself. More like a strong +1 or a weak +2. +5 natural armor and three natural attacks are too good for +0. If you want to make them +0, I'd drop it down to a +1 or +2. Also, you need to list which natural attack is primary, and which is secondary. For normal lizardfolk, the claws are the primary weapon.

I like the merfolk you have here. They have a lot of abilities, but after looking at them, most of them just aren't that mechanically significant, or just exist to make them a playable PC race (like Alternate Form and Amphibious). From the mechanics, it looks like you intend them to replace gnomes, since they have similar abilities, and I think they'd work well for that. The extra abilities they have over a gnome (the swimming stuff, unbalanced ability scores, and free Spell Focus: Enchantment) seem about right for +1 LA.

The poison bite feat wigs me out. I'd be really reluctant to allow that, particularly with the low requirements, unlimited use, and powerful damage for a PC poison. I'd consider making it work only a few times a day, probably three times a day allowing you to poison someone after a successful bite attack. Alternatively, I'd drop the poison damage to 1d2/1d2.

As I recall from other Rend writeups, it usually does +1 1/2 the character's Strength modifier. I'd use this, just to keep it consistent. I would also probably add Weapon Focus: Claw to the requirements for this feat.

You don't need to add the bit about the tail slap being treated as a light weapon, since natural weapons are always considered light weapons for that purpose.
 

+5 Natural Armor bonus for a +0 LA race is pretty silly. Any litmus test will show you that your lizardfolk are significantly stonger than a comprable half-orc (which they are supposedly replacing).

Half-Orc get more negatives and don't have natural armor, natural attacks, or +4 bonuses to physical skills..

I just don't know how you could miss that, as otherwise the races are quite similar. While the half-orc is considered on the weak side, it is +0. Your proposed lizard-folk is clearly LA +1.

The dracha, while different in flavor, may work well mechanically as your lizardfolk. The vestigial wings and glide could be replaced with the tail and the skill bonuses, but otherwise I'd leave it the same (it's a race in Arcana Evolved).
 

That Merfolk write-up was awesome! Please consider it yoinked!

I agree that the Lizardfolk is much too powerful (with it's high NAB) for +0 LA. Par it down to +1 or 2, and you'd be right on the money :)

cheers,
--N
 

SteelDraco said:
I wouldn't peg those lizardfolk at LA +0, myself. More like a strong +1 or a weak +2. +5 natural armor and three natural attacks are too good for +0. If you want to make them +0, I'd drop it down to a +1 or +2. Also, you need to list which natural attack is primary, and which is secondary. For normal lizardfolk, the claws are the primary weapon.
Thanks for the input...it sounds very logical. I will drop the natural armor to +1. This way, the character will be able to qualify for the Improved Natural Armor feat. If a player wants a better natural AC, he can always spend the required feats.

SteelDraco said:
The poison bite feat wigs me out. I'd be really reluctant to allow that, particularly with the low requirements, unlimited use, and powerful damage for a PC poison. I'd consider making it work only a few times a day, probably three times a day allowing you to poison someone after a successful bite attack. Alternatively, I'd drop the poison damage to 1d2/1d2.
Yeah, the more I think about it the less I like it. I thought about making the poison do less damage, I thought about making it Str or Dex damage instead of Con, I thought about making it useable only once per day, but in the end I just got very bored with it. With the wide variety of weapons and spells in the game, almost all of which will do more damage than a poison bite, it started to feel like I was putting a lot of work into something that wouldn't get much use anyway.

And you know, there will always be the min/maxers who will want to "milk" their venom, and coat their weapons with it. That sounds like a whole can of worms I don't want to have to deal with. Maybe I'll just leave the Spit Venom in, since blindness isn't so much of a game-breaker and spit isn't so easy to abuse. Or maybe I'll drop it altogether.

SteelDraco said:
As I recall from other Rend writeups, it usually does +1 1/2 the character's Strength modifier. I'd use this, just to keep it consistent. I would also probably add Weapon Focus: Claw to the requirements for this feat.
Good call...I should have caught that while I was writing up the first draft (among other things, apparently.) Thanks again for the helpful feedback; I'll get it incorporated in a bit.
 
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Nyaricus said:
That Merfolk write-up was awesome! Please consider it yoinked!
What can I say? Splash! was my little sister's favorite movie when we were growing up. I must have seen it dozens of times.

I'm glad that you liked it...hopefully it will find some use at your game table, and you'll be able to give me some feedback on how well it performs.
 

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