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The tarkatan are a race of warlike nomads from the wastelands of the Outworld. Their origin is not certain, but it is suspected that are a mixed breed of a human race of the Outworld and demons from the Netherrealm.
+2 Str, +2 Dex, -2 Int,-2 Cha: Swift and strong, naturally adapted for kombat. On the other hand, they tend to be irascible and rude, with little patience for the accumulation of knowledge.
Medium size
Base speed: 30'
Low light vision
Scent
+4 racial bonus to Intimidate
+2 racial bonus to Jump, Survival and Climb: natural born hunters, adapted to chase prey on the rough terrain of the Outworld.
Natural weapons: Tarkatan blades: Primary weapon. Bony retractable prolongations, can be drawn as free action. Can't be disarmed, can be sunder. Damage: 1d8 (19-20/x2). Bite: damage 1d6.
Impressive, I like it, though the +2 LA is annoying, it fits, this is between a strong LA +1 and a solid LA +2, IMO. It's not the kind of race i'm used to though so i can't give much on balance
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Quotes
Spoiler
Quote:
Originally Posted by GFawkes
You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
Quote:
Originally Posted by blackwind1kaze
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
Half-Orc Fighter 3, wielding a Falchion, on a 24 point buy gets me just about everything this race does except scent and one or two of the skill bonuses. And that still leaves 2 feats to spend and a scimitar will get iterative attacks and can be enchanted far more cheaply (not to mention all the feats you can use more effectively). Not to mention the 2 extra hit dice.
So...I really don't think this race is worth +2 LA.
I think this could easily be LA 0 if you ditch the weapon focus and dex bonus, because without those it just has 3 natural attacks and scent, and I guess the intimidate bonus is good too. Maybe toss in a -2 to wisdom in addition to the above changes and it would be fine without LA.
If you're ever in a situation where you can't survive, go for the broke and fill all of creation with chickens. Just imagine the reaction of people halfway around the world when every square inch of space in their world is suddenly and completely full of chickens.
I think this could easily be LA 0 if you ditch the weapon focus and dex bonus, because without those it just has 3 natural attacks and scent, and I guess the intimidate bonus is good too. Maybe toss in a -2 to wisdom in addition to the above changes and it would be fine without LA.
The Wis penalty doesn't make sense, maybe an additional -2 to Cha or Int, but the race is supposed to be strong willed IIRC. And i think the Dex Bonus still makes sense, they're supposed to be fast, strong, and tough.
__________________
Quotes
Spoiler
Quote:
Originally Posted by GFawkes
You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
Quote:
Originally Posted by blackwind1kaze
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
The Wis penalty doesn't make sense, maybe an additional -2 to Cha or Int, but the race is supposed to be strong willed IIRC. And i think the Dex Bonus still makes sense, they're supposed to be fast, strong, and tough.
The tarkatan are a race of warlike nomads from the wastelands of the Outworld. Their origin is not certain, but it is suspected that are a mixed breed of a human race of the Outworld and demons from the Netherrealm.
+2 Str, +2 Dex, -2 Int,-2 Cha: Swift and strong, naturally adapted for kombat. On the other hand, they tend to be irascible and rude, with little patience for the accumulation of knowledge.
Medium size
Base speed: 30'
Low light vision
Scent
+4 racial bonus to Intimidate
+2 racial bonus to Jump, Survival and Climb: natural born hunters, adapted to chase prey on the rough terrain of the Outworld.
Natural weapons: Tarkatan blades: Primary weapon. Bony retractable prolongations, can be drawn as free action. Can't be disarmed, can be sunder. Damage: 1d8 (19-20/x2). Bite: damage 1d6.
I made up my own version a while back that's actually quite similar to yours. No guarantee that it's perfect, or that you'll even like it, but here it is if you'd like to see it:
Medium: As Medium creatures, tarkata have no special bonuses or penalties due to their size.
Tarkatan base land speed is 30 feet.
Darkvision: Tarkata can see in the dark up to 60 feet.
Scent
Armblades: Tarkata have large metallic blades sheathed inside each forearm. They can be extended to full length or withdrawn as a Free action, and deal 1d8+Str mod damage. Armblades deal piercing or slashing damage, and achieve critical hits on a roll of 19 or 20, dealing x2 damage. A tarkatan's armblades are treated both as manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Though technically natural weapons, and therefore able to be enhanced by the Improved Natural Attack feat and similar effects, armblades can be used to make iterative attacks like manufactured weapons and may never benefit from the Multiattack or Rapidstrike feats or other similar effects.
Chop Chop: Tarkata have supreme control over the every movement of their armblades and tend to utilize them with the slightest excuse. A tarkatan does not take a penalty on attack or damage rolls for attacking with both armblades simultaneously, though it must still take a full-round action to do so.
Weapon and Armor Proficiency: A tarkatan is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
Tarkata have no language of their own but speak a pidgin of Giant, Abyssal, and Infernal. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with a tarkatan. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
I made up my own version a while back that's actually quite similar to yours. No guarantee that it's perfect, or that you'll even like it, but here it is if you'd like to see it:
mmm I like it, I can use a few things of this. But why energy resistance??
It's extra attacks you get with standard weapons for a High BAB, natural attacks do not get them normally.
ahh yeah... that was an awful thing on this homebrewing. But giving them explicitly the capacity to make iterative attacks is a nice way to overcome that penalty
mmm I like it, I can use a few things of this. But why energy resistance??
and what do mean with "iterative attacks"?
Edro was completely right on both counts. The Energy Resistance seemed like a mediocre, situational boon that would help reinforce the idea of the tarkata being "other" in both crunch and fluff.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.
Anyway, nah, no additional HD. You basically play it like any other race, but with different abilities and such. It's the same deal as the Aasimar and Tiefling, actually, but with an additional point of Level Adjustment.
I'm hardly an expert, but if you ever need anything, feel free to PM me. Build advice, homebrew advice,
elaboration of a post I made, explanation of/for my homebrew, my Social Security number, or a friendly ear.