Kuru
Kuru are red-eyed barbarians with filed teeth and disturbing facial tattoos. Their ability scores prepare them for martial prowess, but overall their traits are a bit lackluster
Racial Traits:
Ability Scores: +2 Dexterity, +2 Constitution, and -2 Intelligence is a great ability distribution, as long as you con't care too much about skill points. Dexterity and constitution are great for everybody, particularly martials, and only a few classes key off of Intelligence.
Languages: Kuru only start with one language, Kuru. This is nothing a point of Linguistics can't solve, but it is worth mentioning.
Bite Attack: The Kuru's bite attack is a primary natural attack that deals 1d6 points of damage. It's not likely to make a huge amount of difference unless you are piling sneak attack on there, but a bite means it can be used in conjunction with a held weapon. The more attacks, the merrier!
Blood Courage: Once per day, a Kuru can roll a saving throw against feat twice and choose the better result. It's only once per day, and I would prefer a flat +2 bonus all the time, but it's worth something.
Cannibalistic Vitality: You gain a temporary hit point on a successful bite attack. This is very minimal, and only happens on a successful bite attack, and only takes effect again targets with blood. It's unlike to make a difference, but it is interesting.
Low-Light Vision: Low-Light Vision is fine, but it's no darkvision.
Light Sensitivity: Boo. -1 to attacks when outdoors during the day. This is sure to be a nuisance, and there's not way to trade it away for another trait.
Classes:
Most of the Kuru's abilities are relatively negligible, and only two stand out: his ability scores, and his bite attack. Looking at these, we can determine that Kuru's will make good martial characters, and won't really fall short at anything except for intelligence based casters.
Melee martials and ranged martials will benefit equally from these traits: The Barbarian, Fighter, Monk, Rogue, Cavalier, and Gunslinger are all solid choices. Also strong are those full BAB dabblers, the Paladin, Inquisitor, and the Ranger.
Next comes the Bard, Druid, and Cleric, able to benefit from the martial aspects and not really held back in any other way. The melee Oracle also falls in this category.
The Sorcerer, Oracle, and Summoner all benefit from Dexterity and Constitution, but not much else. An Alchemist can overcome the Intelligent detriment and go for bombs or vivisection without a huge focus on extracts.
Last, and to no one's great surprise, comes the intelligence casters: The Wizard, Witch, and even the Magus, all of whom are unable to overcome the intelligence penalty.
Melee martials and ranged martials will benefit equally from these traits: The Barbarian, Fighter, Monk, Rogue, Cavalier, and Gunslinger are all solid choices. Also strong are those full BAB dabblers, the Paladin, Inquisitor, and the Ranger.
Next comes the Bard, Druid, and Cleric, able to benefit from the martial aspects and not really held back in any other way. The melee Oracle also falls in this category.
The Sorcerer, Oracle, and Summoner all benefit from Dexterity and Constitution, but not much else. An Alchemist can overcome the Intelligent detriment and go for bombs or vivisection without a huge focus on extracts.
Last, and to no one's great surprise, comes the intelligence casters: The Wizard, Witch, and even the Magus, all of whom are unable to overcome the intelligence penalty.
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