Clanartus Viliras

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Posting as a just-in-case sort of thing, if anyone wants to use the race, go right ahead. I just made it for a home game and thought to share.

Lamia (surprisingly hard to find a SFW image of one..) are a half-human, half-snake hybrid race. From the waist up Lamias are 100% human, but below the waist, in place of legs, they possess a large powerful tail used for locomotion and self-defense. Despite their apparent reptilian nature, Lamias are actually mammals and give birth to live children, they do not lay eggs.

Physical Appearance; Lamias tend to have vibrant colored scales on their tails which match their hair color, most appear to be reds, blues, or a mix of the two, with a rare few being bright yellow or green. They also possess small fangs, but these are next to useless in combat due to their small size, and are not known to secrete poison. Lamias have equivalent body size to humans from the waist up, but their tails generally reach 6 to 7 feet in length near adulthood. This length can make them appear to be larger than they really are when stretched out, but idly standing with their tails coiled, Lamias really take up no more room than a woman in a wide skirt.

Alignment; Lamias tend toward Chaotic Neutral or Chaotic Good alignments, seeking personal enjoyment or enjoyment for their close-knit group above almost all else. Evil lamia do exist, but are highly uncommon and if discovered are usually expelled from their community.

Relations; Lamia are quite kind and passionate beings, known to bond with others quite easily and form close-knit social groups, even outside their own race. Lamia's hold excellent relations with Humans and Elves, though Dwarves are usually suspicious of their snake heritage and Gnomes and Halflings can be intimidated by their predatory appearance.
While quite dextrous and friendly, Lamias can be grating to deal with, as they will constantly place themselves in a position of submission to those they trust (though no such deference is given to those they deem dangerous or unfriendly) and also tend to be a bit scatter-brained when it comes to common sense.

Racial Traits;
+2 Dex, +2 Cha, -2 Wisdom
Medium Size
60 ft. Darkvision
30 ft. Movement speed

Defensive Racial Traits;
Stability - Lamia's receive a +4 bonus to CMD vs. Bullrush and Trip when on the ground.

Offensive Racial Traits;
Natural Attack (Tail) - Lamia's can use their tail as a primary natural attack that deals 1d8+1 1/2 Str modifier in damage. A successful hit with this attack allows the Lamia to make a free Trip attempt without provoking an AoO on the target.

Language; Common + Draconic. A lamia with high intelligence scores may select; any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, or Sylvan as a bonus language.

Special:
Heavy Armour not made specially for a lamia (which costs 50% more than the base cost of a given Heavy Armour to have specially made tail plates constructed) gives the lamia 2 less Armour Class than normal, as they cannot wear the protective leg gear.

Special;
Lamia may take the Final Embrace line of feats, ignoring the prerequisite of being a Naga, Seprentfolk, or possessing the Constrict quality, as long as they meet the other prerequisites.

I'm looking for some feedback on the Natural Attack (Tail) ability, this race was built using the advanced race guide, and thus there was no option for a tail slap built into the rules. Instead I've taken the Slapping Tail and Tripping Tail traits, plus an additional 1 RP for Natural attack, and combined them to provide the ability given above. Do you think it's balanced?
The cost in RP was prohibitive (the race is 11 points, with the tail totally 7), limiting what else could be added, but it's a very good natural attack to build around, especially at low levels. Perhaps I should instead leave it as just Slapping Tail + Tripping Tail (thus only usable for Attacks of Opportunity as a base, not as a natural attack) then provide a feat to gain that capability? Perhaps it should be a secondary attack with a feat to change that status? Any thoughts?

As a point of comparison, the Kobold Tail Terror feat grants Kobolds only a 1d4 secondary natural attack and proficiency with tail blade weapons, but Kobolds are notoriously weak as a player race anyway, so it's a bit pointless to call it the baseline. Either way, it's an established Tail natural attack....


I haven't had good experiences with the randomization of the HP system in the past, so I've come up with a house rule that I believe helps fix that.
Essentially, you roll your hit die as normal at level up, but you can choose to take your con modifier in place of your roll (Netting 2x con mod gained per level minimum). This is limited to no more than the maximum you could possibly roll on the die and (I hope) promotes and rewards characters that invest in Con.

My question is, is there anything I'm overlooking with this system?
It should give my players just a bit more staying power if they build for it, but given I give them a 13 point buy to work with they might need it haha.

Anyway, just something I came up with and wanted to share!
If there are any other GMs out there that have modified this part of the system in the past, post your own house rules about HP here!


1 person marked this as FAQ candidate.

First of all, I apologize if this has been brought up before, I did a cursory search for the term Legion's Blessing and Crusader Cleric and found nothing on the subject.

Did anybody even look at the Legion's Blessing ability before this book was published?

Here is what is reads;

Legion’s Blessing (Su)

At 8th level, a crusader gains the ability to confer beneficial spells quickly to a large group of allies. As a full-round action, the crusader may confer the effects of a single harmless spell with a range of touch to a number of creatures equal to half her cleric level. The spell’s range remains touch, so all intended recipients must be within the crusader’s reach when the spell is cast. Using the legion’s blessing expends the prepared spell, but it also requires the crusader to sacrifice another prepared spell three levels higher, as when spontaneously using a cure or inflict spell. The higher-level spell is not cast but is simply lost, its magical energy used to power the legion’s blessing.

Not only does this give you a redundant ability (via the general combat rules, Important part bolded);
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

But it also implies that spontaneously casting a cure or inflict spell drains a spell slot 3 levels higher??

The only possible use of this ability is to use a spell 3 levels lower than your maximum on 8 targets friendlies that happen to have you completely surrounded, instead of 6, but still expending that higher level slot. And that's at level 16 minimum no less. Seriously guys? Get your stuff together, if you're writing a book called Ultimate Combat, know how the classes and combat in general work. I'd love if someone could point out anything I seem to be missing that makes this thing in any way useful, but as it stands, they need to give this archetype a completely new 8th level ability, and make sure it actually accomplishes something this time.

(Sorry if I sound rude, I'm just flabbergasted because I stumbled something that is such a blatant failure in oversight)


http://www.dandwiki.com/wiki/Gravity_Warrior,_Helios_%283.5e_Class%29

I'm wondering if this class is balanced for Pathfinder, I really like the flavor and unique abilities but I don't have a good sense as to it's power, I've played a character that was this class before but it was back in 3.5 and with all the other brokenly powerful homebrew in that campaign it got completely out of hand, the class has since been revised and appears pretty reasonable to myself as a standalone but I'd like to know what everyone thinks about it, and if it's too powerful/weak,feel free to offer any suggestions to correct it. Thanks! :)