|
Post by The Semi-Retired Gamer on Sept 11, 2021 10:50:21 GMT -5
This thread is for the development of the SLARN race for my Toldara campaign. The top post version will be updated when necessary to reflect the current version. Feel free to make suggestions. This may be "my idea" but I am thinking more as the head collaborator and compiler. Of course, you will be credited for any contributions. Off we go...
SLARNS are often mistaken for the much more savage Lizardmen but are actually an entirely separate species of reptilian humanoids of roughly human size. In contrast to the Lizardmen, the jaws of Slarns only protrude about 4 inches from their face and their tail is more of a short nub of approximately six inches. Slarn typically populate the warmer climates such as jungles and tropical areas but they have been slowly expanding their reach in recent years. It is not uncommon for Slarn to face a negative initial reaction in urban areas due to their similarity to Lizardmen.
Slarns may advance up to 6th level as a Fighter. They usually prefer swords or spears as weapons and rely on their natural tough skin for protection since armor for them is very expensive due to the level of customization. The scaly skin of the Slarn provides them the equivalent AC of Leather armor (7) and improves by 1 at every level after. Slarns save vs. Breath Weapon as a Fighter 4 levels higher than their current level. Slarns have a natural ability to blend in to background surfaces similar to the Thief ability to hide in shadows by changing the color of their scales. This is done undetected on a roll of 5-6 on a six-sided die at levels 1 and 2, a roll of 4-6 at levels 3 and 4, and a roll of 3-6 at levels 5 and 6. Attacking negates any advantage of surprise from that point in the encounter.
|
|
|
Post by The Semi-Retired Gamer on Sept 11, 2021 10:57:26 GMT -5
The above post is just my first impression. Some things I would like feedback about...
1. Is the Save vs. Breath Weapon too good?
2. Is the chameleon ability appropriate or do I need to scrap it?
3. Since they typically go without armor and are limited to 6th level as Fighters I was thinking about going with a special ability of their unarmored AC improving by 1 every level after the first level. Should I get rid of the chameleon ability if I do that? Should the unarmored AC bonus start at level 1?
Any and all feedback appreicated!
|
|
|
Post by The Perilous Dreamer on Sept 11, 2021 16:25:02 GMT -5
The above post is just my first impression. Some things I would like feedback about... 1. Is the Save vs. Breath Weapon too good? It is fine, I see nothing wrong with it, that jives with the naturally tough skin, and the reptilian nature. 2. Is the chameleon ability appropriate or do I need to scrap it? I like it, I would keep it. Maybe make the the roll at 5th level and start them at a roll of 5-6 at 1st and 2nd level, 4-6 at 3rd and 4th level and then 3-6 at 5th and 6th level. 3. Since they typically go without armor and are limited to 6th level as Fighters I was thinking about going with a special ability of their unarmored AC improving by 1 every level after the first level. Should I get rid of the chameleon ability if I do that? Should the unarmored AC bonus start at level 1? Any and all feedback appreciated! I like it, I would give them equivalent of leather armor at 1st level, then one step up each level, so at 6th level (their max) they would be AC 2 the equivalent of Plate and Shield. If that looks like too much then one step up every other level. Then make specially designed and fitted armor really expensive.
|
|
|
Post by The Semi-Retired Gamer on Sept 11, 2021 17:26:32 GMT -5
The above post is just my first impression. Some things I would like feedback about... 1. Is the Save vs. Breath Weapon too good? It is fine, I see nothing wrong with it, that jives with the naturally tough skin, and the reptilian nature. 2. Is the chameleon ability appropriate or do I need to scrap it? I like it, I would keep it. Maybe make the the roll at 5th level and start them at a roll of 5-6 at 1st and 2nd level, 4-6 at 3rd and 4th level and then 3-6 at 5th and 6th level. 3. Since they typically go without armor and are limited to 6th level as Fighters I was thinking about going with a special ability of their unarmored AC improving by 1 every level after the first level. Should I get rid of the chameleon ability if I do that? Should the unarmored AC bonus start at level 1? Any and all feedback appreciated! I like it, I would give them equivalent of leather armor at 1st level, then one step up each level, so at 6th level (their max) they would be AC 2 the equivalent of Plate and Shield. If that looks like too much then one step up every other level. Then make specially designed and fitted armor really expensive. 1. Cool. I *thought* it was probably OK as is. Having never played OD&D but having played Holmes, B/X, and BECMI I thought I had an acceptable grasp of the power level. 2. Great suggestion! That mirrors the young Slarn growing into their ability as they get older and gain experience. Making that change. 3. My initial thought was to actually start with the equivalent of leather and do just that! The Perilous Dreamer Thank you so much for the feedback!
|
|
|
Post by The Master on Sept 11, 2021 18:34:47 GMT -5
The above post is just my first impression. Some things I would like feedback about... 1. Is the Save vs. Breath Weapon too good? The original game has an example of save 4 levels higher already, so it is right on point.
|
|
|
Post by The Master on Sept 11, 2021 18:35:41 GMT -5
With the level limits you are mirroring what was done with dwarves, elves and hobbits, so you are right on the money IMO.
|
|
|
Post by The Semi-Retired Gamer on Sept 11, 2021 18:44:40 GMT -5
With the level limits you are mirroring what was done with dwarves, elves and hobbits, so you are right on the money IMO. Thank you for the feedback The Master. It's reassuring to see that this hasn't been considered way off base yet.
|
|
|
Post by The Master on Sept 11, 2021 18:48:18 GMT -5
With the level limits you are mirroring what was done with dwarves, elves and hobbits, so you are right on the money IMO. Thank you for the feedback The Master . It's reassuring to see that this hasn't been considered way off base yet. You've good instincts and you have done a lot of reading here of course, there is way more creative material posted here than people know or suspect. This place will be busy if the word ever gets out.
|
|
|
Post by The Semi-Retired Gamer on Sept 11, 2021 18:52:47 GMT -5
Thank you for the feedback The Master . It's reassuring to see that this hasn't been considered way off base yet. You've good instincts and you have done a lot of reading here of course, there is way more creative material posted here than people know or suspect. This place will be busy if the word ever gets out. Cool, thanks! I agree. I go browsing around here and find something new all the time.
|
|
|
Post by The Perilous Dreamer on Sept 12, 2021 13:47:26 GMT -5
Have you delved into the character of the Slarn?
|
|
|
Post by The Semi-Retired Gamer on Sept 12, 2021 16:28:35 GMT -5
Have you delved into the character of the Slarn? The Perilous Dreamer I do have some preliminary thoughts and notes jotted down. It will help me flesh out their entry in the monsters section also. In some ways they are the opposite of the savage lizardmen. Slarns will fall into the L and N alignment sections. They are typically a more simple, rural folk but have started showing up in more urban areas recently. More to come...
|
|