Lizardfolk
Lizardfolk are proud and powerful reptilian predators that
make their communal homes in scattered villages and caverns deep within the
canyons and crags of the deserts and badlands.
Description
Physiology
Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250
pounds, their powerful muscles covered in scales of gray, green, or brown. They
have powerful 4 to 6’’ tails. Some breeds have short dorsal spikes or brightly
colored frills. Their reptilian blood makes them sluggish in the cold, so most
hunt and work during the day and retreat to their homes at night.
Lizardfolk have one mating season a year. Both females take
a single mate and lay small clutches of a half a dozen eggs or so. The eggs
incubate for eight months, and hatchlings take roughly five years to mature.
Society
Lizardfolk are a martial species who value prowess in battle
and hunting above all else. Content with the simple weapons and rituals that
have served them well for millennia, Lizardfolk are viewed by many other
species as backwater savages, but within their isolated communities Lizardfolk
are actually filled with tradition and an oral history stretching back to
before humans walked upright.
Lizardfolk live in a perpetual state of war among their
tribal groups, participating in eternal sorties from their isolated desert
canyons and ancient ruined cities to attack other Lizardfolk settlements and
expand their territory.
Lizardfolk have the much maligned custom of consuming the
bodies of dead friends and enemies alike. If questioned, the ever-practical
lizardfolk are quick to point out that life is hard in the desert, and nothing
should go to waste.
In battle, Lizardfolk prefer frontal assaults and massed
rushes, but if outnumbered or if their territory is being invaded, they set
snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes
use more sophisticated tactics and have better traps and ambushes.
Adventurers
Lizardfolk
may turn to adventuring because they find the wasteland life too difficult, or
simply because they crave the rewards of the adventuring life. Additionally, a
dishonored or exiled Lizardfolk often has no other choice but to leave the
desert and seek his own way in the world.. Occasionally an individual Lizardfolk
questions the need for constant battle, or seeks strategies other than brute
force. Such iconoclasts often leave their tribes - at least temporarily - to
become adventurers.
Special Abilities
Ability Score Modifiers
Lizardfolk are strong and hardy, but are often outsmarted
and care little for social graces: +2 STR, +2 CON, -2 INT, -2 CHA
Saving Throw Modifiers
Lizardfolk have a +4 to any saving throws against heat or fire,
such as fire breath attacks, fire traps, high temperatures, or fire spells.
They also have a -4 to any saving throws against cold, such as cold breath
attacks, low temperatures, and cold-based spells.
Salt Discharge
Unlike humans, Lizardfolk can go 72 hours without water
before suffering any negative effects by discharging excess salt from within their
systems. Once those effects begin, they are treated as per the standard rules.
Skill Bonuses
Lizardfolk begin with Bushcraft (3 in 6) and Climb (2 in 6).
Languages
Lizardfolk begin the game knowing how to speak Common and
Lizardfolk. Most Lizardfolk are illiterate in Common but can read and write the
simple, symbolic glyphs of their native language.
Natural Armor
Lizardfolk have tough scaly skin, granting them an initial AC bonus of +2. This bonus increases as the
Lizardfolk gains levels, and it applies even if armor is worn.
Natural Attacks
Lizardfolk have two types of natural weapons.
Bite
Lizardfolk gain a natural bite attack, dealing damage 1d3 damage. The bite cam be used in conjunction with another attack (see “Dual Wielding” in the “Optional Rules” section.
Natural Attacks: Claws 2 (RP) Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)
Claws
Provided they have free hands, Lizardfolk can make one or two claw attacks, each doing 1d4 damage. If two claw attacks are made, treat them as per “Dual Wielding” as detailed in the “Combat” chapter.
Tail
A Lizardfolk can attempt a tail sweep every other round, swinging his tail into his opponent with the intent of knocking him to the ground. This attack can be combined with one other attack, as per the “Dual Wielding” rules in the “Optimal Rules” section’
A Lizardfolk’s tail attack does no damage. Instead, on a successful hit, the enemy trips and falls prone, taking a +4 AC bonus against ranged attacks, but a –4 penalty to AC against melee attacks. He also suffers a –4 penalty to attack rolls and cannot use a ranged weapon except for a crossbow. These modifiers apply until the prone opponent’s next t turn, art which time he can rise to his feet.and remove the modifiers.
Optional Dual Wielding RulesIf you fight with two melee weapons at once, you can roll damage for both weapons and pick the better of the two rolls.
Eye Membrane
In addition to e normal pair of eyelids, Lizardfolk also have
a transparent membrane between their eyeball
and their eyelid. This can be used to blok out dust particles snd debris while still
mentioning vision.
Low-Light Vision
Lizardfolk can see perfectly in the dark up to 6o’.
A Lizardfolk can see
twice as far as a human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. He retains the ability to distinguish color
and detail under these conditions.
Class Progression Table
Saving Throws
|
Skills
|
AC
|
|||||||||
Lvl
|
XP
|
HP
|
Par.
|
Pois.
|
Bre.
|
Dev.
|
Mag.
|
Stealth
|
Bushcraft
|
Climb
|
|
1
|
0
|
1d10
|
8
|
6
|
10
|
9
|
12
|
(2 in 6),
|
(2 in 6)
|
(2 in 6),
|
+2
|
2
|
2,000
|
+1d10
|
6
|
6
|
10
|
7
|
10
|
(2 in 6)
|
(2 in 6)
|
(2 in 6)
|
|
3
|
4,000
|
+1d10
|
6
|
6
|
10
|
7
|
10
|
(2 in 6)
|
(2 in 6)
|
(2 in 6)
|
+1
|
4
|
8,000
|
+1d10
|
4
|
4
|
`8
|
5
|
8
|
(2in 6)
|
(3 in 6)
|
(2in 6)
|
|
5
|
16,000
|
+1d10
|
4
|
4
|
8
|
5
|
8
|
(2 in 6)
|
(3 in 6)
|
(2 in 6)
|
+1
|
6
|
32,000
|
+1d10
|
2
|
4
|
6
|
3
|
6
|
(3in 6)
|
(3 in 6)
|
(3in 6)
|
|
7
|
64,000
|
+1d10
|
2
|
2
|
6
|
3
|
6
|
(3 in 6)
|
(4 in 6)
|
(3 in 6)
|
+1
|
8
|
128,000
|
+1d10
|
2
|
2
|
4
|
2
|
4
|
(3 in 6)
|
(4 in 6)
|
(3 in 6)
|
|
9
|
256,000
|
+1d10
|
2
|
2
|
4
|
2
|
4
|
(3 in 6)
|
(4 in 6)
|
(3 in 6)
|
+1
|
10+
|
+128,000/lvl
|
+3***
|
2
|
2
|
2
|
2
|
4
|
(3in 6)
|
(4 in 6)
|
(3in 6)
|
*** Constitution modifiers no longer apply
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