Nada Rakshasa
2011-03-20, 08:13 PM
I was looking over the Bariaur race and decided to use them as a springboard to create an arachnoid race, sort of like a lesser drider. I admit, I've started with the mechanics (fluff pending), but I wanted to get some feedback on the mechanics in particular. My initial draft was described a LA +1½. I tried to buff them out to an even +2.
In terms of flavor, I really wanted to get away from the Lolth-based stuff, largely because she seems to encourage evil and such, and I'm leaning more toward neutrality. But for sake of convenience, I've placed them in the Demonweb Pits. :smallsigh: Any better suggestions would be appreciated...
LOBBLING TRAITS
Standing roughly half a foot taller than a human, a lobbling resembles a drider. Its lower body is that of a monstrous hunting spider, lightly furred with an abdomen and eight segmented legs. Its upper body is human-like, lithely muscled and lightly furred. It has three sets of eyes and a pair of mandibles extending from its jaws.
Lobbling characters have the following racial abilities and characteristics.
+4 Dexterity, +2 Constitution, -2 Intelligence, –2 Charisma: While physically sturdy, lobblings are often solitary and unscholarly.
Outsider: Lobblings are native to the Demonweb Pits, and thus have the outsider type. They gain the extraplanar subtype when not in the Demonweb Pits. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person. Lobblings cannot be raised, reincarnated, or resurrected.
Medium: As Medium creatures, lobblings have no special bonuses or penalties due to their size.
Speed: A lobbling’s base land speed is 40 feet. A lobbling has a climb speed of 20 feet. He has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. The hooks on his palms and feet enable him to climb walls and across ceilings, as if under the effect of a spider climb spell.
Also, lobblings add their Dexterity modifier to Climb checks instead of their Strength modifier.
Darkvision 60’
Quadruped: As quadrupeds, lobblings have a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1-1/2 times greater than normal for their Strength. They must wear barding (usually made of studded leather) instead of normal armor and cannot wear boots designed for humanoids.
Natural Weapons: Bite (1d6 plus poison).
Poison (Ex): Lobblings’ poison attacks the victim’s muscles and is delivered by bite. Injury, Fortitude, initial and secondary damage 1d6 Strength. The save DC is Constitution-based and includes a +2 racial bonus.
Spell Resistance: Lobblings have spell resistance equal to 11 + HD.
Immunity: Immunity to mind-affecting spells and abilities.
Weapon Proficiencies: Lobblings are proficient with nets, as well as all simple and martial weapons.
Skills: Lobblings have a +2 racial bonus on Hide, Jump and Spot checks.
Automatic Languages: Undercommon, Common. Bonus Languages: Abyssal, Elven, Infernal.
Favored Class: Rogue.
Level adjustment: +2.
In terms of flavor, I really wanted to get away from the Lolth-based stuff, largely because she seems to encourage evil and such, and I'm leaning more toward neutrality. But for sake of convenience, I've placed them in the Demonweb Pits. :smallsigh: Any better suggestions would be appreciated...
LOBBLING TRAITS
Standing roughly half a foot taller than a human, a lobbling resembles a drider. Its lower body is that of a monstrous hunting spider, lightly furred with an abdomen and eight segmented legs. Its upper body is human-like, lithely muscled and lightly furred. It has three sets of eyes and a pair of mandibles extending from its jaws.
Lobbling characters have the following racial abilities and characteristics.
+4 Dexterity, +2 Constitution, -2 Intelligence, –2 Charisma: While physically sturdy, lobblings are often solitary and unscholarly.
Outsider: Lobblings are native to the Demonweb Pits, and thus have the outsider type. They gain the extraplanar subtype when not in the Demonweb Pits. They are not subject to spells or effects that affect only humanoids, such as charm person and dominate person. Lobblings cannot be raised, reincarnated, or resurrected.
Medium: As Medium creatures, lobblings have no special bonuses or penalties due to their size.
Speed: A lobbling’s base land speed is 40 feet. A lobbling has a climb speed of 20 feet. He has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. The hooks on his palms and feet enable him to climb walls and across ceilings, as if under the effect of a spider climb spell.
Also, lobblings add their Dexterity modifier to Climb checks instead of their Strength modifier.
Darkvision 60’
Quadruped: As quadrupeds, lobblings have a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1-1/2 times greater than normal for their Strength. They must wear barding (usually made of studded leather) instead of normal armor and cannot wear boots designed for humanoids.
Natural Weapons: Bite (1d6 plus poison).
Poison (Ex): Lobblings’ poison attacks the victim’s muscles and is delivered by bite. Injury, Fortitude, initial and secondary damage 1d6 Strength. The save DC is Constitution-based and includes a +2 racial bonus.
Spell Resistance: Lobblings have spell resistance equal to 11 + HD.
Immunity: Immunity to mind-affecting spells and abilities.
Weapon Proficiencies: Lobblings are proficient with nets, as well as all simple and martial weapons.
Skills: Lobblings have a +2 racial bonus on Hide, Jump and Spot checks.
Automatic Languages: Undercommon, Common. Bonus Languages: Abyssal, Elven, Infernal.
Favored Class: Rogue.
Level adjustment: +2.