Jarak-sinn
Jarak-sinn are a breed of Lizardfolk native to the Dungeons & Dragons setting of Dragonlance. Born through the dark influence of the malign gods Takhisis and Hiddukel upon the once-peaceful Bakali, the Jarak-sinn are a vicious and savage breed of scalykind, larger and stronger but duller-witted than their kin. They appear in the same sourcebooks as the Bakali.
The same niche in Taladas is held by the Hurdu. Rick Swan detailed them in DLA1 which promised their homeland in the Steamwall; but in DLA2 - the actual Steamwall adventure - they are nowhere to be found.
Jarak-sinn PCs[edit | edit source]
Like the Bakali, a player can either take the straight Jarak-sinn race, or they can take the racial class and not have to put up with Level Adjustment.
Jarak-sinn Race[edit | edit source]
- +6 Strength, +4 Constitution, -4 Intelligence.
- Large: –1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- A jarak-sinn’s base land speed is 40 feet. It also has a swim speed of 20 feet.
- Racial Hit Dice: A jarak-sinn begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
- Racial Skills: A jarak-sinn’s humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Jarak-sinn have a +4 racial bonus on Balance, Jump, and Swim checks. The Swim bonus rises to +8 on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
- Racial Feats: A jarak-sinn’s humanoid levels give it two feats.
- A jarak-sinn is automatically proficient with simple weapons and shields.
- +9 natural armor bonus.
- Acid Saliva: A jarak-sinn’s corrosive saliva deals 1d4 acid damage with a bite. As a full round action, the jarak-sinn may coat a single melee weapon with the acid, which adds 1d4 acid damage to attacks with the weapon. The acid remains on the weapon for 3 rounds or until the jaraksinn hits, whichever comes first. Due to the exact nature of the acid, only non-reptilian living creatures are affected and the weapon takes no damage.
- Hold Breath: A jarak-sinn can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
- Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Nerakese, Nordmaarian, Ogre.
- Favored Class: Barbarian.
- Level Adjustment: +3. A jarak-sinn has an effective character level (ECL) of 6 + its class levels.
Jarak-sinn Racial Class[edit | edit source]
Racial Traits Characters using the jarak-sinn racial class start with the following racial traits. Note that these are not identical to the regular jarak-sinni’s full suite of racial traits because the jarak-sinn’s ability scores and racial Hit Dice increase with level as shown below.
- +2 Strength, +2 Constitution, -4 Intelligence.
- Medium size.
- A jarak-sinn’s base land speed is 30 feet. It also has a swim speed of 20 feet.
- +3 natural armor bonus. Hold Breath: A jarak-sinn can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
- Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Nerakese, Nordmaarian, Ogre.
- Favored Class: Jarak-Sinn. A jarak-sinn may not take levels in any other class except jarak-sinn until it has gained all six jarak-sinn racial class levels. Jarak-sinn then gain barbarian as a favored class.
The Jarak-Sinn Class Level Hit Dice Base Attack Bonus Fort Save Ref Save Will Save Skill Points CR Special 1st 1d8 +0 +0 +2 +0 (2 + Int mod) x 4 1 Feat, +2 Balance, +2 Jump, +2 Swim, 2 claws (1d3), acid (1 pt) 2nd 1d8 +0 +0 +3 +0 1 +2 Str, +5 natural armor, Hulking Brute, bite (1d3) 3rd 2d8 +1 +0 +3 +0 2 + Int mod 1 +4 Balance, +4 Jump, +4 Swim, acid (1d3), 2 claws (1d4) 4th 2d8 +1 +0 +3 +0 2 +2 Con, +7 natural armor, bite (1d4) 5th 3d8 +2 +1 +3 +1 2 + Int mod 2 Large, feat, acid (1d4), speed 40 ft., 2 claws (1d6) 6th 3d8 +2 +1 +3 +1 2 +2 Str, +9 natural armor, bite (1d6) Class Skills: Balance, Jump, Swim.
Class Features All the following are class features of the jarak-sinn racial class. Weapon and Armor Proficiency: Jarak-sinn are proficient with all simple weapons and with shields.
Feats: A jarak-sinn begins with one feat at 1st level and gains another at 5th level. After 6th level, it gains feats normally according to his Hit Dice.
Natural Weapons: A jarak-sinn has two claw attacks that deal the indicated damage plus the jarak-sinn’s Strength bonus. At 2nd level it gains a bite attack that deals the indicated damage plus one-half its Strength bonus. A jarak-sinn can make 2 claw attacks at its normal attack bonus and one bite attack as a secondary attack (-5 penalty on the attack roll). It can also attack with a weapon at its normal attack bonus and make one claw or one bite attack as a secondary attack (-5 penalty on the attack roll, and one-half its Strength bonus on the damage roll).
Skills: At 1st level, a jarak-sinn has a +2 racial bonus on Balance, Jump, and Swim checks, which increases to +4 at 3rd level. The Swim bonus is doubled on any Swim check to perform some special action or avoid a hazard. A jarak-sinn can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Acid Saliva: At 1st level, a jarak-sinn’s corrosive saliva deals 1 point of acid damage with a bite. This increases to 1d3 at 3rd level and 1d4 at 5th level. Beginning at 2nd level, as a full round action, the jarak-sinn may coat a single melee weapon with the acid, which adds the listed acid damage to attacks with the weapon. The acid remains on the weapon for a number of rounds equal to the jarak-sinn’s racial Hit Dice or until the jarak-sinn hits, whichever comes first. Due to the exact nature of the acid, only non-reptilian living creatures are affected and the weapon takes no damage.
Hulking Brute (Ex): At 2nd level, whenever the jaraksinn receives a size-based modifier on an opposed roll (such as during bull rush and grapple attempts), it is treated as a creature of Large size if that is more advantageous to the jarak-sinn. The jarak-sinn is also considered to be Large when determining whether a monster’s special attacks (such as improved grab or swallow whole) affect it.
Natural Armor: At 2nd level, a jarak-sinn’s natural armor bonus to Armor Class increases to +5. This bonus increases to +7 at 4th level, and +9 at 6th level.
Large: At 5th level, the jarak-sinn’s size increases to Large. It receives a -1 penalty to its attack rolls and Armor Class due to its size, a -4 penalty on Hide checks, and a +4 bonus on grapple checks. A jarak-sinn’s lifting and carrying limits are twice those of Medium creatures of an equivalent strength. Jarak-sinn must wear armor suited to their bulky frames, which costs and weighs twice as much as a comparable suit of Medium armor.
Speed: Also at 5th level, the jarak-sinn’s base speed increases to 40 ft.