Re: Desert Lizardfolk



Justisaur <justisaur@xxxxxxxxx> wrote:
On Aug 24, 11:32 pm, tussock <sc...@xxxxxxxxxxxx> wrote:
Keith Davies wrote:

<Re: Level Adjustments>

The only thing I find at all worrisome here is the +2 natural
armor, the claws are no big deal. The rest of it looks just fine
(except, as you said, you forgot low-light vision).

WotC always puts +1 on the "2 claws" monsters, because when you
take a strong Rogue you end up averaging 20 damage at 1st level with
a flanking full attack. Corner case, sure, but that's how the LAs are
set.

Huh? How are you getting that high? 3.5 per sneak attack, so that's 7
total, along with your 5 points from your d4 claws is 12. Wotc uses
elite arrays for their playtesting IIRC so at most that would be 15
strength for an extra +2 each for 16. I suppose if you had the option
of a high strength (18) rogue you could get 20 - assuming you hit both
times, are flanking, not fighting undead, etc. Which I don't see all
that often. I think this is one of those 'it works on paper' cases.

I was wondering the same thing, and came up with the same math you did.

I'd never really thought about it, but it does appear claws are a big
advantage for rogues, no having to spend any feats on twf, on the
other hand enchanting your claws is far more difficult/expensive than
getting magic weapons, more of an issue later though.

By the time you can arrange to get your claws enchanted, I suspect
you're facing the loss of iterative attacks -- they don't apply to
natural weapons.

I don't see the claws as a problem.

Now that I see this the Kenku does appear to be under LA'd at 0. 2
claws (1d3), and +4 to hit from flanking (instead of the normal +2)
they do have the -2 str though to keep the combat rogue in check
slightly.

Still 1st level power attacking charging mounted raging orc barbarian
with a lance two handed and max str does 39 points average, and he's
+0 LA

Heh. There's *always* something worse.

Call it +1 LA for Rogues, or have Lizardfolk Rogues drop the first
1d6 sneak attack.

That's way out of the standard rules, I wouldn't feel comfortable
doing that.

If I were worried about it, remove the two claw attacks and make it a
feat to turn them back on (requiring BAB +1). The claws are still
there, but you need to train to use them in combat (I've seen similar
things for bite and tail attacks). Or treat them as real weapons -- you
can claw with one hand normally (with iterative attacks), or use TWF
(with penalties).


Keith
--
Keith Davies "History is made by stupid people
keith.davies@xxxxxxxxxxxx "Clever people wouldn't even try
keith.davies@xxxxxxxxx "If you want a place in the history books
http://www.kjdavies.org/ "Then do something dumb before you die."
-- The Arrogant Worms
.



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