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View Full Version : weakening the diopsid a tad



Xyk
2007-12-14, 09:43 PM
I would really like to play this in a level one campaign but it has a level adjustment +1. Does anyone have any suggestions?



DIOPSID RACIAL TRAITS
• Monstrous Humanoid: As monstrous humanoids,
diopsids are immune to spells that only affect
humanoids, such as charm person and hold person.
• +2 Constitution, -2 Dexterity, -2 Intelligence:
Diopsids are tough, but they are clumsy and slow
witted compared to other races. A diopsid's young
age at adulthood makes it inexperienced and
ignorant compared to other folk.
Medium: As size Medium creatures, diopsids gain
no special benefits or penalties due to their size.
Diopsid base land speed is 30 feet.
Darkvision: Diopsids can see in the dark to a range
of up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and diopsids
can function just fine with no light at all.
Bioluminescence: A diopsid has a number of glands
on its body that allow it to shed light much like a
firefly. At will, the diopsid can shed light in a 10-
foot radius around its body. Shadowy illumination
extends another 20 feet around this area. The diopsid
can create or douse this light as a free action.
Natural Armor: A diopsid's tough carapace gives it
a +4 natural armor bonus.
Wings: Diopsids have a pair of stubby wings
that, while too weak to provide them with
flight, allows them to gently guide to a
soft landing regardless of how far they fall.
A diopsid does not take falling damage as
long as it is capable of taking actions. As an
immediate action, it can unfurl its wings and
float slowly downward at 60 feet per round.
Aparalyzed,unconscious,orotherwiseincapacitated
diopsid cannot use its wings in this manner.
Extra Arms: Diopsids have four arms: their two
primary limbs and a secondary, weaker set of arms.
Their weaker limbs are poorly suited to carrying
weapons or shields, but they do an excellent job of
providing stability and support to the upper limbs.
The diopsid's extra limbs allow it to use
weapons one size category larger than normal
without penalty. The diopsid's secondary arms
must be free for it to gain this benefit. This benefit
does not extend to larger weapons. For example, a
diopsid can wield a Large longsword with a single
primary arm without penalty by steadying the
blade's pommel with its lower limb.
A diopsid can wield a pair of two-handed
weapons by using all four of its limbs. The diopsid
gains the full benefits of wielding a two-handed
weapon, such as 1-1/2 times its Strength bonus on
damage rolls. The diopsid suffers the standard
penalty for fighting with two weapons and carrying
a non-light weapon in its off hand.
A diopsid wielding a pair of two-handed
weapons is a fearsome sight. It shifts and twirls the
two weapons between its four hands, hammering its
opponent with tremendous strikes while defying its
normally clumsy, fumbling nature.
If a diopsid carries a weapon or shield in its
secondary arms while one or more of its primary
arms also carry an item, it suffers a number of
penalties. When using a shield, the diopsid takes the
shield's armor check penalty on its attack rolls and
skill checks even if it has proficiency with the shield.
When using a weapon, the diopsid gains only half its
Strength bonus on damage rolls. It takes a -4 penalty
on all attacks for each light weapon used in this
manner. This penalty increases to -8 for one-handed
weapons. The diopsid cannot carry a two-handed
weapon with just its secondary arms.
A diopsid with at least one empty hand can cast
spells with a somatic component.
Limb Symmetry: A diopsid's four arms allow it to
carry and use multiple items with relative ease. A
diopsid can use its third and fourth limbs to steady a
weapon held in its primary arms, shift its weight, and
maneuver it to attack or defend. A diopsid ignores
the Dexterity prerequisite, if any, for any feat that has
the words "two-weapon" in its name, such as Two-
Weapon Fighting. The diopsid must fulfill the rest of
the feat's requirements as normal.
Insect Body: The diopsid's beetle-like body makes it
unsuited to use many tools and magic items designed
for humanoids. A diopsid has trouble wearing bulky
armor even if it has the appropriate feat. A diopsid
can wear light armor without penalty. When wearing
medium armor the diopsid takes a -2 penalty to
Dexterity. This penalty increases to -4 if the diopsid
wears heavy armor. The diopsid's multiple limbs
and bulky form make it poorly suited to using heavy
armor. For such a suit to offer its full protection, it
must restrict the diopsid's movements.
In any case, the diopsid must purchase custommade
armor. This armor costs the same price as if
the diopsid had to purchase armor one size larger
than normal.
Immune to Sleep: Diopsids do not need to sleep
and are immune to all sleep effects.
Automatic Languages: Common and Diopsid. Bonus
Languages: Dwarf, Orc, Terran, Undercommon.

Nebo_
2007-12-15, 12:44 AM
That's not OGC content. I'm fairly sure you're not even allowed to post it here.

That aside, as long as it has four arms, then it's going to have a level adjustment.

Lord Tataraus
2007-12-15, 02:07 PM
That's not OGC content. I'm fairly sure you're not even allowed to post it here.

That aside, as long as it has four arms, then it's going to have a level adjustment.

Ditto on both parts. Actually, the Diopsid has the lowest level adjustment you can get while having two arms and they get serious penalties.

Xyk
2007-12-15, 11:23 PM
well dang. I did not see the OGC things. I really dislike the multiple arms meaning level adjustment. This makes me unhappy. Well whatever, Does anyone know of a decent barbarian race without a level adjustment? Half-orc is alright, but kinda bland.