Talk:Truikani (4e Race)

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Sorry if I'm being obnoxious, but I kind of want feedback on this race. All my friends think it's awesome, but I kind of want feedback from as many people as possible before officially making it a race in my world. Please comment here. --Absconder 02:23, 10 October 2009 (MDT)

They are cool. there now you have feed back.-true warrior

True warrior, that's hardly input. I already know you love the Truikani. So... um... shut up! And remember to use the signature button to sign your posts, or end it with 4 of these: ~. It gives you the type of signature you see here, and site admins get ticked some times if people leave "unsigned" messages. Absconder 00:05, 15 October 2009 (MDT)

Seems cool. I like it. +2 Wisdom or Charisma is weird. I've never seen a choice like that before. On-going poison damage is sweet. Being a monkey man is unique. Specially one who has fangs. Hehe. I like it. --Jay Freedman 00:47, 15 October 2009 (MDT)
I agree it seems like a very cool (and balanced) race, although I would drop the Wisdom or Charisma option and make it just Wisdom. Also the racial power is neat, but really is useful only to classes that engage in Melee most of the time, Racial Powers should be useful to either Ranged or Melee classes. Perhaps if there were two versions, Striking Fangs, and a Spitting Venom. Like this:
Striking Fangs Truikani Racial Power
You sink your fangs into the target, injecting poison into their veins.
Encounter Star.gif Poison
Standard Action Melee 1
Target: One Creature
Attack: Dexterity Vs. AC
Hit: 1d6+Dexterity modifier damage. Increase to 2d6+Dexterity modifier damage at 11th level, and 3d6+Dexterity modifier damage at 21st.


Spitting Venom Truikani Racial Power
You spit venom at your enemy.
Encounter Star.gif Poison
Standard Action Ranged 5
Target: One Creature
Attack: Dexterity Vs. Fortitude
Hit: Ongoing 5 poison damage (save ends), and the target is dazed until the end of its next turn. Increase to ongoing 10 poison damage (save ends) at 11th level, and ongoing 15 poison damage (save ends) at 21st.


Then allow the Player to choose one of the two versions at time of Character creation. As well it opens the doors for Feats that allow the Character to gain the other Power later, and or add secondary attacks to thier prime Racial Power. -- Sepsis 10:13, 15 October 2009 (MDT)

Thanks, Sepsis! @Jay Freedman, Changelings (Eberron Player's Guide) have +2 Cha, +2 Dex or Int (maybe it was +2 Dex, +2 Int or Cha). However, I will change that, and I am also about to change the racial powers based on Sepis' ideas, because I see that fault now. Thanks for the input! Any more is welcome, and I am checking on this page at least weekly. --Absconder 17:01, 17 October 2009 (MDT)

Fluff[edit]

Wait, what's with the missing fluff tag? I don't understand what fluff is missing. Would someone please help out? —The preceding unsigned comment was added by 66.233.215.32 (talkcontribs) 14:41, 29 November 2009 (MDT). Please sign your posts.

The fluff section <!- Fluff. -> needs to be filled out. Also a type and subtype need to be added to have that tag removed. --Green Dragon 22:53, 29 November 2009 (MST)
Ya, seriously the Truikani have a TON of fluff!!!--True warrior 17:40, 3 December 2009 (MST)
No... They need that specific area filled out to have that part of that template removed. --Green Dragon 17:57, 3 December 2009 (MST)

Tha's stupid man.--True warrior 14:38, 22 April 2010 (UTC)

Changes[edit]

This has been tagged for over a month now, so I'm going ahead and making some changes:

  • Added Strength as an ability option (synergizes with Monkey Heritage)
  • Removed unique language. If this is to be dropped into any campaign, you need to stick with the official languages.
  • Removed free choice of language, I don't think the fluff justifies it. They already get a lot of traits, too, so if we're going to drop something I think this is it.
  • Reworded Unknown Origin since Reptile is a keyword, not an origin.
  • Striking Fangs is no better than a basic melee attack, let alone an encounter power, so I've changed it to a Minor Action to make it useful.
  • Striking Fangs baseline attack bonus is +4, not +2, since we're attacking AC rather than a NAD.
  • Spitting Venom - I've dropped the ongoing damage (encounter power should never cause ongoing damage), but changed this to a Minor Action.
  • Added the ongoing damage as a daily racial utility power for those who still want it. Marasmusine 02:26, 28 February 2012 (MST)
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