![]() ![]() Perhaps a prisoner that was experimented on extensively, or mutated through witchcraft or magic? Were they a scientist in a past life that made a mistake? In battle, they are strong fighters who can take multiple blows for their allies, but should the stress become too much or the pain too staggering, they may have to show their secrets to survive. Very few people would be tolerant of such a thing, and as such most abominations tend to hide their true nature and keep moving, so as to avoid people learning what they truly are. Regardless of the race they were originally, the brand or curse they obtained causes them to lose their original form and become hideous beasts. Though I totally agree with two elements: I think I'll add a penalty associated to the eating habits of the subrace, and the change of condition for hunting cry makes sense (I was still thinking this skill was too strong).Regardless of the story behind the curse or condition, few abominations are willing to show the other form they can manifest. My goal was not to make a Aarakocra 2.0, if you know what I mean. The goal of this race is also to avoid sharing the exact same skills as other races (for example, the way flight works letting more freedom to the player with a scaling system). ![]() The Detect Balance document really allowed me to find out where this race was placed compared to the others, pushing me to add a vulnerability. As for the rest, I think sunlight weakness and thunder vulnerability are quite needed to compensate for flight and echolocation, two very impactful skills in game. I really appreciate the rewording of some elements, I agree that streamlining might help the general approach! :)įor the fact that you consider this race behind, you might have skipped some elements: they have 3 ASI (2 base ones, with one added by their subrace) and they do have darkvision (60ft). I would reduce the effect to just Incapacitated. The Stunned condition is a very powerful disabling ability. That is flavor that can be explained in their introduction, unless you plan to add a mechanic benefit or penalty associated with their eating habits. ![]() Remove the vulnerability to Thunder damage.įor the subclass options, you don't need to add a specific feature detailing what they normally eat. It is redundant, since you can't hear at all while deafened. You can't use this feature while you are Deafened. Until the end of your turn you gain Blindsight out to a distance of 30 feet. Something like: As an action, you can emit a high frequency sound in all directions. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. While flying in this way, your hands are unavailable to hold objects, make melee weapon attacks, or perform somatic components for casting spells. While you are not wearing medium or heavy armor you have a flying speed of 40 feet. Other than that, I would reword some features to align better with existing race features. I would remove sunlight weakness and thunder vulnerability. You are mostly giving benefits and then canceling them out with other penalties, and I think over penalizing. In summary, they have 1 less ability score increase, weakness to sunlight (no darkvision), and vulernability to thunder damage, in exchange for 40 foot fly speed, activated blindsight, and a bite attack. However, it is severely behind the vanilla races in terms of mechanical advantages. Overall I like this race and what you've done. Monstrous Compendium Vol 3: Minecraft Creatures ![]()
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