Unbalanced
2015-02-07, 06:23 AM
Hey guys. Whipped up this custom race for an upcoming campaign.
Just wondering if people think its not too OP. It'll only be a 2 man party, so a bit OP is good, but I don't want it to be ridiculous. I was thinking about on-par with Lizardfolk. Maybe a bit better.
My DM is happy with it but I just wanted to know other's opinions.
Gatorfolk
http://fc04.deviantart.net/fs70/f/2013/047/5/0/gatorman_barbarian___color_by_ourmasshysteria-d5v7bsq.jpg
Standard Racial Traits
Ability Score Racial Traits: Gatorfolk are very large, bulky creatures. As a result they are strong and resilient. They gain +4 Strength, and +2 Constitution.
Size: Gatorfolk are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Gatorfolk are Humanoids with the reptilian subtype.
Base Speed: Gatorfolk have a base speed of 20 feet.
Languages: Gatorfolk begin play speaking Xenophobic. Depending on the Gatorfolk’s upbringing, he may also know Common.
Defence Racial Traits
Natural Armour: Gatorfolk have tough scaly skin, granting them a +2 natural armour bonus.
I Never Get Sick: Gatorfolk traditionally are born and raised in swamp environments and are constantly exposed to the elements. As a result Gatorfolk have developed a very strong immune system and receive a +4 on saves vs disease.
Offense Racial Traits
Natural Attack (bite): Gatorfolk have large vicious maws lined with sharp teeth. This bite attack deals 1d8 damage and deals piercing damage. The bite attack is treated as a primary attack, or secondary attack if the character is wielding manufactured weapons.
Natural attack (claw x2): Gatorfolk have hands very similar to the feet of an alligator or crocodile. These claw attacks deal 1d4 per claw and deal slashing damage. The claws are treated as a primary attack, or secondary attack, depending on what other natural or manufactured weapons are being wielded by the character.
Tail trip: Gatorfolk also have long scaly tails that drag along behind their body. They can sometimes utilise their sweeping tail to try and trip enemies behind them. A gatorfolk’s tail can only be used to attempt a trip when there are 2 or more enemies in adjoining squares behind the character. If attempting a trip using the Tail Trip manoeuvre you may target up to 3 enemies in adjoining squares and you receive +4 to your CMB.
Senses Racial Traits
Low-light vision: Gatorfolk can see twice as far as a human in dim light.
Darkvision: Gatorfolk can see perfectly in the dark up to 30 feet.
Water-breathing: Gatorfolk have the ability to breathe underwater, but not indefinitely. Gatorfolk can breathe underwater for 1 minute per Constitution modifier score at a time.
Movement Racial Traits
Swim: Gatorfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks.
Burst of Speed: Gatorfolk are generally slow and lumbering, but in short bursts can dramatically increase their speed. Gatorfolk may increase their movement speed from 20ft to 40ft for an amount of rounds per day equal to their level + Con modifier score.
Just wondering if people think its not too OP. It'll only be a 2 man party, so a bit OP is good, but I don't want it to be ridiculous. I was thinking about on-par with Lizardfolk. Maybe a bit better.
My DM is happy with it but I just wanted to know other's opinions.
Gatorfolk
http://fc04.deviantart.net/fs70/f/2013/047/5/0/gatorman_barbarian___color_by_ourmasshysteria-d5v7bsq.jpg
Standard Racial Traits
Ability Score Racial Traits: Gatorfolk are very large, bulky creatures. As a result they are strong and resilient. They gain +4 Strength, and +2 Constitution.
Size: Gatorfolk are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Gatorfolk are Humanoids with the reptilian subtype.
Base Speed: Gatorfolk have a base speed of 20 feet.
Languages: Gatorfolk begin play speaking Xenophobic. Depending on the Gatorfolk’s upbringing, he may also know Common.
Defence Racial Traits
Natural Armour: Gatorfolk have tough scaly skin, granting them a +2 natural armour bonus.
I Never Get Sick: Gatorfolk traditionally are born and raised in swamp environments and are constantly exposed to the elements. As a result Gatorfolk have developed a very strong immune system and receive a +4 on saves vs disease.
Offense Racial Traits
Natural Attack (bite): Gatorfolk have large vicious maws lined with sharp teeth. This bite attack deals 1d8 damage and deals piercing damage. The bite attack is treated as a primary attack, or secondary attack if the character is wielding manufactured weapons.
Natural attack (claw x2): Gatorfolk have hands very similar to the feet of an alligator or crocodile. These claw attacks deal 1d4 per claw and deal slashing damage. The claws are treated as a primary attack, or secondary attack, depending on what other natural or manufactured weapons are being wielded by the character.
Tail trip: Gatorfolk also have long scaly tails that drag along behind their body. They can sometimes utilise their sweeping tail to try and trip enemies behind them. A gatorfolk’s tail can only be used to attempt a trip when there are 2 or more enemies in adjoining squares behind the character. If attempting a trip using the Tail Trip manoeuvre you may target up to 3 enemies in adjoining squares and you receive +4 to your CMB.
Senses Racial Traits
Low-light vision: Gatorfolk can see twice as far as a human in dim light.
Darkvision: Gatorfolk can see perfectly in the dark up to 30 feet.
Water-breathing: Gatorfolk have the ability to breathe underwater, but not indefinitely. Gatorfolk can breathe underwater for 1 minute per Constitution modifier score at a time.
Movement Racial Traits
Swim: Gatorfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks.
Burst of Speed: Gatorfolk are generally slow and lumbering, but in short bursts can dramatically increase their speed. Gatorfolk may increase their movement speed from 20ft to 40ft for an amount of rounds per day equal to their level + Con modifier score.