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Brian_Gishlover
2013-02-06, 08:34 PM
Under construction: I thought posting this would be a relatively simple thing... then I couldn't get it quite right. Will finish soon.

I'm going to continue to follow the comment suggestions as time allows. Thanks!


This is a power down version of http://dungeons.wikia.com/wiki/Lizardfolk_Paragon_(3.5e_Racial_Paragon_Class) Love the concepts, but it's just too overpowered.

The Lizardfolk Paragon

Lizardfolk think in hierarchies and getting to the top of them, and their paragons are a precision of this. As they progress in power, the regress in mind. Culturally, they view primal nature as a powerful ally, and keep a regimented workout focusing on both giving and taking abuse. But there is also supernatural power to nature which is their end goal. Their Shamans are often used as vendors for elixirs and oils to strengthen their body and mind, as well as consulted putting them in tune with their bodies. The focus themselves into immuring themselves into becoming You continue grow tougher, more agile, and becoming more monster than humanoid. They become more attuned and physically.

Their Shamans are often used as vendors for elixirs and oils to strengthen their body and mind, as well as consulted putting them in tune with their bodies. The focus themselves into immuring themselves into becoming You continue grow tougher, more agile, and becoming more monster than humanoid. They become more attuned and physically.

Other Classes: This path most commonly begins with levels in ranger ranger who stops to look at herself as sort of a favored friend, a barbarian venturing even farther from society, or a druid who wildshape within.

Precs: Lizardfolk (any subtype)
Alignment- Chaotic
Back Story: Though any Lizardfolk can take this class, it is typically those who have either delved deep within Lizardfolk societies, or were completely isolated form them, with reasons to ponder themselves in new surroundings.

Hit Die: d8, good Fort and Ref, 3/4 BAB
Level Base
{table=head] Lizardfolk Paragon | Features | Adaptations
{table=head]Level | BAB | Fort |
1st | +0 | +2 | Supernatural Adaptations, Animalistic Communication | +2 Str or Con, -1 Int and Cha |
2nd | +1 | +2 | Venom, +1 Favored Class | +2 Wis |
3rd | +2 | +3 | Supernatural AC, Powerful Build | +2 Str or Con, -1 Int and Cha |
[/table]


Class Skills (2 + Int modifier per level, ×4 if 1st level)
Balance (Dex), Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).


Venom (Ex): At third level, the Lizardfolk Paragon gains the Poison Sacs (http://dungeons.wikia.com/wiki/Poison_Sacs_(3.5e_Feat)) feat, applied to their bite attack.

All of the following are class features of the Lizardfolk Paragon.
Weapon and Armor Proficiency: Lizardfolk Paragon are proficient with all simple and martial weapons and light armor including light shields and bucklers.

Animalistic Communication (Ex): The paragons have begun to think like intelligent beasts, and this influences their ability to interact with move civilized species. At level 4, Paragons receive a +4 insight bonus to diplomacy, gather information and intimidate checks with magical beasts, monstrous humanoids and animals, but suffer a -2 penalty on all other diplomacy and gather information checks. Additionally, it becomes less rare they will speak for prolonged periods of time; they typically have a few select words or a meaningful grunt or facial expression.

If this would lower her Int or Cha (before bonuses) below 3, the ability score must be raised before she can take another level in this class.


Environment Adaptation (Ex): Lizardfolk tend to live in swamps on the shores, which are either nastily hot or nastily cold. As a result, the she gains Resistance 5 to either fire or cold. She has the option change this, but only after 24 hours of extreme exposure to heat or cold, or 7 days in an exceptionally hot or cold environment. She also gains the feat Endurance. These bonus increase to Resistance 10 at the 3rd level.

Additionally, she grows slightly in size. Add 15% of her original weight per class level, and adjust her height accordingly.

At the 3th level, her increased size has improved many of her fighting abilities, without penalizing her mobility. Gain Powerful Build, as Goliath.

Armor (Ex): Upon entering 3rd lvl her scales begin to grow increasingly harder. She gains 1 +1/3 (rounded down) unnamed bonus to natural AC to all future class levels as an enchantment bonus to their natural armor bonus to AC. This does not fully allow you to use Armor functions normally, except for ACP (see below).

This comes with costs however, for they no longer gain bonuses to armor class through spells, enchantments, potions, spell-like ability, or items. All items, spells, etc. work as otherwise Lizardfolk is affected in every other way, except the bonus does change the natural AC even if it would be higher. This does stacks with natural armor bonuses granted by race, feats, or class features not excluded above. Additionally, your ACP increases 2 stacking with penalties from other armors.


DIFFERENT VERSION

Becoming a Lizardfolk paragon is a transformation of both mind, body, and senses. It is real in the sense that it effects the sens.


Hit Die: d10, good Fort and Ref, 3/3 BAB (or 2/3)
Level Base
{table=head] Lizardfolk Paragon | Features | Adaptations
{table=head]Level | BAB | Fort |
1st | +0 | +2 | Reptilian resistance Abilities (skilled) +2 Dex, -2 Cha , +1Wis |
2nd | +1 | +2 | Savage Attacks, +1 Favored Class, +2 Con |
3rd | +2 | +3 | Abilities (mastery) Regeneration, +2 Dex, -2 Int +1 Wis |
[/table]



Abilities:

Skilled (Ex): Her body begins to flow more smoothly and find balance when interpreted. Lizardfolk Paragons their swim speed increases to 60' and gain a +3 racial bonus to their Swim and Balance checks.

Mastered (Ex): Lizardfolk Paragons are awesome swimmers, and At the third level they always take a 15 on any swim or balance check even when rushed.

Savage Attacks Upon reaching the second level the Paragon must choose between improved unarmed strike or two-weapon fighting. If she already has one, she gains the other. If she already has both, she gains a bonus feat form the fighter list that does requires a minimum dexterity score.

Favored Class: At the second level, the Paragon progresses in the abilities of her favored class, so long as she already has levels in that class. Examples would be + 1 spells, spells/day, and caster level for a druids and rangers or + 1 level for rage/day, DR, and improving rage for Barbarian. She must already belong to the favored class to gain these abilities.

Environment Adaptation (Ex): Lizardfolk tend to live in swamps on the shores, which are either nastily hot or nastily cold. As a result, the she gains Resistance 5 to either fire or cold. She has the option change this, but only after 24 hours of extreme exposure to heat or cold, or 7 days in an exceptionally hot or cold environment. She also gains the feat Endurance. These bonus increase to Resistance 10 at the 3rd level.

Regeneration (Ex): Lizardfolks Paragons naturally repair damage to themselves extremely quickly. The Lizardfolk Paragon gains fast healing equal to 1/3 their total hit dice.










I'm not planning on playing it any time soon. Thoughts for revising?

Grinner
2013-02-06, 08:45 PM
I like it too, but I'd like it a lot more if it were formatted better (http://www.giantitp.com/forums/showthread.php?t=205677).

Brian_Gishlover
2013-02-06, 09:09 PM
FYI- The previous build had 3 good saves, a d12, fire or cold immunity, and another feature that gave you +6 con by lvl 20.

d8 is more reasonable so changing. Maybe, make the natural AC increase by X + 1/3 BAB dependent instead of future levels... or exchanging something for + claw damage.

Jota
2013-02-07, 11:52 PM
One, for those arriving late to the topic, and the topic creator, a working link to the class can be found here (http://dnd-wiki.org/wiki/Lizardfolk_Paragon_(3.5e_Racial_Paragon_Class)). In general, I find that wiki (the one I linked) to be more reliable, well-kept, and formatted than the one linked in the first post. The previous class was intended to mesh with Tome (Frank & K) material, which explains it's power base.

Two, I find the alignment restriction a tad silly, just on general principle, and you should make up your mind on the BAB/sort it out. The text says two different things and the table is bizarre, to say the least.

Three, under skills, you have an "(Int)" listed with no corresponding skill. I am wondering as to whether you accidentally deleted the skill or accidentally didn't delete the (Int).

Four, as mentioned previously, it would be nice if your abilities were listed in the order they were given.

Adaptations, as written, has no mechanical effect, and I'm not really a fan of a "+2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma" type abilities, as the text seems to imply. That's not really good for the game from a player character perspective, though it matters less for NPCs. The weight increase is an odd touch but it's not really bad or beneficial, so whatevs.

Monstrous, unlike the original, which had access to Tome Monstrous feats, only grants access to Improved Natural Armor and Improved Natural Attack, really, neither of which is really worth taking.

Under Armor, you call it both an unnamed bonus and an enhancement bonus. Unnamed would be really bad from a RNG perspective, and you never state what 1/3 applies to. This is essentially same as the class you based it off of despite the re-wording.

Suffering a +2 penalty is a bit poorly worded under Natural Communication.

Fire or cold resistance is a nice touch in certain environ (immunity to lava, for instance), but offer little in the way of combat efficacy, which is fine.

As far as skills go, if you are using the race the the original class was intended to use, the lizardfolk is aquatic already, and it's swim speed already grants a lot of the bonuses you confer, such as taking 10 when under pressure. If you are using the SRD one, it has no swim speed to start with and is generally a poor choice due to LA, so... yeah.

Then you give Powerful Build, okay, Poison Sacs is copied directly from the original, and a monstrous feat, which as mentioned does very little without access to Tome feats.

Overall, you really need to tighten the organization and the wording of a lot of this, because some things are unclear and the organization is quite poor. Spreading it out over five levels instead of three means you get less per level, and consequently I'd call this tier 5 or so, maybe lower. You get armor, but not having full BAB is a killer on a melee-type, and your other abilities don't amount to much. I'm not even convinced this is worth dipping for the fast healing. My suggestion would be to use the original, tone down the fast healing to 1/3 if you feel it's necessary (though there isn't a huge difference, to be honest), tone down the immunity to some level of resistance (5 if you really want to kill it, but 3 per HD would be decent for keeping it combat relevant) and then just ignore the third level, since the sphere is potentially full of rape and the Monstrous feats do very little for you without using Tome material. Having all good saves, d12 HD, and full BAB doesn't mean that much over two levels.