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Two Aquatic Race Variants (now with Feats)
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<blockquote data-quote="CleverNickName" data-source="post: 3504892" data-attributes="member: 50987"><p><strong>New Racial Feats</strong></p><p></p><p><span style="color: Gray"><strong>Poison Bite</strong></span></p><p><span style="color: Gray">Your reptilian bloodline has mingled with venomous snakes.</span></p><p><span style="color: Gray"><strong>Prerequisite:</strong> lizardfolk race, Constitution 13+</span></p><p><span style="color: Gray"><strong>Benefit:</strong> 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.</span> Bad, bad idea. Please disregard. <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=":)" /> </p><p></p><p></p><p><span style="color: SeaGreen"><strong>Blinding Spittle</strong></span></p><p>You have learned to spit venom into the eyes of your opponent.</p><p><strong>Prerequisite:</strong> lizardfolk race, Con 13+</p><p><strong>Benefit:</strong> 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.</p><p></p><p></p><p><span style="color: SeaGreen"><strong>Rending Grasp</strong></span></p><p>You can combine both of your claw attacks into a single, devastating blow.</p><p><strong>Prerequisite:</strong> lizardfolk race, Weapon Focus (claw), Strength 13+</p><p><strong>Benefit:</strong> 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.</p><p></p><p></p><p><span style="color: SeaGreen"><strong>Tail Slap</strong></span></p><p>You are trained to use your tail in combat.</p><p><strong>Prerequisite:</strong> lizardfolk race, Multiattack</p><p><strong>Benefit:</strong> You can use your tail to make a slam attack that deals 1d4 points of damage.</p><p><strong>Special:</strong> 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.</p><p></p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 3504892, member: 50987"] [b]New Racial Feats[/b] [COLOR=Gray][B]Poison Bite[/B] Your reptilian bloodline has mingled with venomous snakes. [B]Prerequisite:[/B] lizardfolk race, Constitution 13+ [B]Benefit:[/B] 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.[/COLOR] Bad, bad idea. Please disregard. :) [COLOR=SeaGreen][B]Blinding Spittle[/B][/COLOR] You have learned to spit venom into the eyes of your opponent. [B]Prerequisite:[/B] lizardfolk race, Con 13+ [B]Benefit:[/B] 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. [COLOR=SeaGreen][B]Rending Grasp[/B][/COLOR] You can combine both of your claw attacks into a single, devastating blow. [B]Prerequisite:[/B] lizardfolk race, Weapon Focus (claw), Strength 13+ [B]Benefit:[/B] 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. [COLOR=SeaGreen][B]Tail Slap[/B][/COLOR] You are trained to use your tail in combat. [B]Prerequisite:[/B] lizardfolk race, Multiattack [B]Benefit:[/B] You can use your tail to make a slam attack that deals 1d4 points of damage. [B]Special:[/B] 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? [/QUOTE]
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