Drackstin
2013-03-15, 09:04 AM
i am working on a new race for my game, also to be used as a monster in general, i was wondering if some people could help play test if, and make suggestions, i think i have it balanced but i am not sure.
Dynastian
+2 Str, +4 Dex, -2 Int, -2 Cha.
Medium Monstrous Humanoid
Blindsense: The Dynastian naturally has blindsense starting at 40 ft, at 6 HD this increases to 80 ft, to a maximum of 120 ft at 12 HD.
Speed: 40 ft.
Flight: Equal to its base land speed with average maneuverability.
Immunity: magical sleep.
Resistance Electric 5
Exoskeleton: The Dynastian's Exoskeleton is extraordinarily tough and grows with them over time. A Dynastian has a +2 Natural Armor; this grows harder at 6 HD to +4 Natural Armor and again at 12 HD to +6 Natural Armor.
Multiple Limbs: 4 arms
Natural Attacks: 4 secondary claws, 1 primary gore
Static Charge (Ex): on a charge or dive, a foe damaged by your natural attacks make a Fortitude saving throw (DC 10 + 1/2 the Dynastian's HD + its Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
Blindness (Ex): The Dynastian cannot see normally. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. It does not, however, suffer the penalties normally for blindness:
spell-like abilities: 3/day - shocking grasp, orb of electricity; 1/day - lightning bolt. It's hit dice is counted as caster level for these spell-like abilities.
Racial Hit Dice: Two levels of Monstrous humanoid, 2d8 HD, +2 BAB, Fort +0, Ref +2, Wil +2.
Racial Skills: 5x(2+int mod) class skills: Balance, Climb, Hide, Jump, Listen.
Racial Feat: Hover (B) and one for its levels in monstrous humanoid, usually Improved Natural Attack (Gore), Improved Natural Attack (Claw), or Improved Initiative.
Automatic Languages: Common, Dynastian. Bonus Languages: Draconic, Giant, Gnoll, Sylvan, and Thri-kreen.
Favored Class: Ranger/Fighter
Level Adjustment: +2
A Dynastian resembles a beetle in humanoid shape, with 4 dragonfly like wings without the normal shell covering. a hard protective shell with a crescent shaped horn protects it head but renders it blind, although it has adapted to this being able to use its other seances to pinpoint things around it. it has 4 arms that end in 3 nailed claws, they normal stand about 7 feet tall and have a weight around 300 pounds. The Dynastian has also evolved to generates large electric currents by way of a highly specialized nervous system that has the capacity to synchronize the activity of disc-shaped, electricity-producing cells packed into a specialized electric organ. This allows it to store energy to use when needed.
Dynastian
+2 Str, +4 Dex, -2 Int, -2 Cha.
Medium Monstrous Humanoid
Blindsense: The Dynastian naturally has blindsense starting at 40 ft, at 6 HD this increases to 80 ft, to a maximum of 120 ft at 12 HD.
Speed: 40 ft.
Flight: Equal to its base land speed with average maneuverability.
Immunity: magical sleep.
Resistance Electric 5
Exoskeleton: The Dynastian's Exoskeleton is extraordinarily tough and grows with them over time. A Dynastian has a +2 Natural Armor; this grows harder at 6 HD to +4 Natural Armor and again at 12 HD to +6 Natural Armor.
Multiple Limbs: 4 arms
Natural Attacks: 4 secondary claws, 1 primary gore
Static Charge (Ex): on a charge or dive, a foe damaged by your natural attacks make a Fortitude saving throw (DC 10 + 1/2 the Dynastian's HD + its Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
Blindness (Ex): The Dynastian cannot see normally. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. It does not, however, suffer the penalties normally for blindness:
spell-like abilities: 3/day - shocking grasp, orb of electricity; 1/day - lightning bolt. It's hit dice is counted as caster level for these spell-like abilities.
Racial Hit Dice: Two levels of Monstrous humanoid, 2d8 HD, +2 BAB, Fort +0, Ref +2, Wil +2.
Racial Skills: 5x(2+int mod) class skills: Balance, Climb, Hide, Jump, Listen.
Racial Feat: Hover (B) and one for its levels in monstrous humanoid, usually Improved Natural Attack (Gore), Improved Natural Attack (Claw), or Improved Initiative.
Automatic Languages: Common, Dynastian. Bonus Languages: Draconic, Giant, Gnoll, Sylvan, and Thri-kreen.
Favored Class: Ranger/Fighter
Level Adjustment: +2
A Dynastian resembles a beetle in humanoid shape, with 4 dragonfly like wings without the normal shell covering. a hard protective shell with a crescent shaped horn protects it head but renders it blind, although it has adapted to this being able to use its other seances to pinpoint things around it. it has 4 arms that end in 3 nailed claws, they normal stand about 7 feet tall and have a weight around 300 pounds. The Dynastian has also evolved to generates large electric currents by way of a highly specialized nervous system that has the capacity to synchronize the activity of disc-shaped, electricity-producing cells packed into a specialized electric organ. This allows it to store energy to use when needed.