Legoman
2006-08-19, 05:28 PM
The Draeman are a new race of dragonkin that I'm creating as an enemy for my next campaign. Please analyze and critique honestly; I'm going for one of these things as a fighter 2 being a formidable challege for 5 Level 3 characters with high, but organically rolled stats.
This is my first new race, so if I've grossly missed the mark or power-level, please let me know.
Draeman Racial Traits:
Hit Dice: 2d8
+2 STR, +4 Con, -2 INT, -2 CHA ; Draeman are powerful and reslient, and their strength is in their sheer physical prowess, not intelligence or cunning.
Medium: As Medium creatures, Draeman have no special bonuses or penalties due to their size.
Draeman base speed is 40 ft, with most of a Draeman's strength in it's legs, it moves faster than normal speed.
Natual Armor Bonus: +6 (Draeman have hard, scaly skin and a wiry musculature underneath.)
Natural Weapons: A Drawman has four claws, two on each hand. The claws are treated as one for the purpose of attacks. A sucessful melee attack (with one pair of claws[IE: One hand]) deals 2d6 + Str Bonus
Feats: Draeman get a bonus feat at first level.
Skills – Draeman have a +2 racial bonus on jump checks, due to their proportionally larger legs.
Languages – Draconic. Bonus Languages: any.
Favored Class: Fighter.
Level Adjustment: +2
Sample monster:
Skarrak, Blackened Claw (Lieutenant) of the Draeman Legion.
CR 5
Fighter 1, Monstrous Humanoid (2 HD)
HP: 33 (10 [fighter]+ 8[racial] +12[CON Bonus] +3 [Toughness Feat])
AC: 25 (10+6 [Natural Armor] +1 [Dex Bonus] +8[Plate Mail])
DR: 4/-- (Roll with it Feat, taken twice [Savage Species])
Initiative +0
Speed (40 Ft)
Base Attack: +2
Attack: Claw +5 Melee (2d6 +3)
Full Attack: 2 claws +5 Melee (2d6+3)
Saves: +7 Fort, +2 Ref, +0 Will
Abilities: STR 16, DEX 13, CON 20, WIS 8, INT 8, CHA 8.
Feats: Toughness, Roll with it, Roll with it.
Gear:
Full Plate, Necklace of Fireballs Type 1, Cloak of Resistance +1.
Tactics:
Skarrak has been sent specifically to deal with the party, so he will attempt to get the drop on the party and engage them from a distance.
Round 1: Use the 5d6 fireball to attempt to drop the party's caster, or whoever poses the biggest threat.
Round 2-3: Close to melee, and attack whoever looks the most un-damaged.
Round 4: If all members of the party look within range of death, Skarrak breaks from melee and uses his second fireball to attempt to drop multiple members.
Round 5: Claw down whoever is standing.
Skarrak is determined to fulfill his mission or die trying. However, if he does fall on the battlefield, his body will likely be rescued, and his conciousness spliced into an arrakki construct, to get revenge.
This is my first new race, so if I've grossly missed the mark or power-level, please let me know.
Draeman Racial Traits:
Hit Dice: 2d8
+2 STR, +4 Con, -2 INT, -2 CHA ; Draeman are powerful and reslient, and their strength is in their sheer physical prowess, not intelligence or cunning.
Medium: As Medium creatures, Draeman have no special bonuses or penalties due to their size.
Draeman base speed is 40 ft, with most of a Draeman's strength in it's legs, it moves faster than normal speed.
Natual Armor Bonus: +6 (Draeman have hard, scaly skin and a wiry musculature underneath.)
Natural Weapons: A Drawman has four claws, two on each hand. The claws are treated as one for the purpose of attacks. A sucessful melee attack (with one pair of claws[IE: One hand]) deals 2d6 + Str Bonus
Feats: Draeman get a bonus feat at first level.
Skills – Draeman have a +2 racial bonus on jump checks, due to their proportionally larger legs.
Languages – Draconic. Bonus Languages: any.
Favored Class: Fighter.
Level Adjustment: +2
Sample monster:
Skarrak, Blackened Claw (Lieutenant) of the Draeman Legion.
CR 5
Fighter 1, Monstrous Humanoid (2 HD)
HP: 33 (10 [fighter]+ 8[racial] +12[CON Bonus] +3 [Toughness Feat])
AC: 25 (10+6 [Natural Armor] +1 [Dex Bonus] +8[Plate Mail])
DR: 4/-- (Roll with it Feat, taken twice [Savage Species])
Initiative +0
Speed (40 Ft)
Base Attack: +2
Attack: Claw +5 Melee (2d6 +3)
Full Attack: 2 claws +5 Melee (2d6+3)
Saves: +7 Fort, +2 Ref, +0 Will
Abilities: STR 16, DEX 13, CON 20, WIS 8, INT 8, CHA 8.
Feats: Toughness, Roll with it, Roll with it.
Gear:
Full Plate, Necklace of Fireballs Type 1, Cloak of Resistance +1.
Tactics:
Skarrak has been sent specifically to deal with the party, so he will attempt to get the drop on the party and engage them from a distance.
Round 1: Use the 5d6 fireball to attempt to drop the party's caster, or whoever poses the biggest threat.
Round 2-3: Close to melee, and attack whoever looks the most un-damaged.
Round 4: If all members of the party look within range of death, Skarrak breaks from melee and uses his second fireball to attempt to drop multiple members.
Round 5: Claw down whoever is standing.
Skarrak is determined to fulfill his mission or die trying. However, if he does fall on the battlefield, his body will likely be rescued, and his conciousness spliced into an arrakki construct, to get revenge.