Because I can and because...why not?
Some, if not most of the posts on the 'Amateur Dungeoneers' are as the name implies, very amateurish to the point most posts have a varying level of serious, a variable tone and certainly very variable quality of content. There just isn't a proper voice or style to this blog, honestly. Maybe one day it will but for now it's just random stuff that 3-4 people read and none care enough to follow. Not that I'm blaming them because this blog certainly live up to it's amateur name. As for Pathfinder, well it may be a terrible system but it's hard for me to sometimes shake off the connection to D&D 3e: sure, it sucked in hindsight but I wouldn't be into RPG today without that hot mess of a game. Or perhaps this is in the vain hope some of the people still hanging-on to 3E can look into excellent works not tied to their edition of choice.
Crab-Men
Crab-men are at the extreme lowest rank in any hierarchy in Yoon-Suin. In all societies they are viewed with contempt – except, perhaps, in the extremities of Druk Yul or the Mountains of the Moon, where they are completely unknown. They are stoical, obdurate, endurable, slow-witted, and strong.
Standard Racial Traits
- Ability Score Racial Traits: Crab-men gain +4 Str, -2 Dex, and -2 Int.
- Type: Crab-men are Monstrous Humanoids.
- Size: Crab-men are Medium creatures and thus receive no bonuses or penalties due to their size.
- Speed: Crab-men have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- Languages: Crab-men begin play understanding Common and Crab-Man.
- Crab-men with high intelligence scores can choose from the following: Aklo, Aquan, Goblin, or Undercommon. They cannot speak any language other than their own clicking language, called Crab-Man.
Defense Racial Traits
- Natural Armor: Crab-men have a +1 natural armor bonus to their Armor Class.
Feat and Skill Racial Traits
- Bonus Feat Crab-men receive Toughness as a bonus feat.
Offense Racial Traits
- Natural Weapons: Crab-men have a claw attacks that deal 2d6 damage. These are primary natural attacks. For sanity and simplicity's sake, count the 'natural weapon' of a Crab-Man as any other weapon for the purpose of multiple attacks received at higher level.
- Greater Gatecrasher: Crab-men have a +4 racial bonus on Strength checks to break objects and a +4 racial bonus on combat maneuver checks to sunder.
Sense Racial Traits
- Darkvision: Crab-men can see in the dark up to 60 feet.
Weakness Racial Traits
- Handless: Crab-men lack hands and cannot wield weapons, use items or cast spells with somatic components.
Is this balanced? Probably not for Pathfinder, a system where magic and broken builds rule. The fact Crab-men cannot use weapons, items or cast somatic spells make them frankly ridiculously underpowered, even if they can always hit for 2d6 damage. However I'm sure they would make ridiculously deadly fighters, barbarians or even monks in lower level, less overpowered games at the cost of versatility outside of battle.
Crab-Men Racial Feats
Crab-Men have access to the following (repurposed) feats as racial feats:
Assume the pre-requisites are all the same, except for race, which is changed to Crab-Man. These are primarily dwarf and orc/half-orc feats, given that the Crab-men arguably fit a similar niche.
No comments:
Post a Comment