LordErebus12
2013-03-29, 12:16 AM
Skale, The Desert Tyrants
http://i.imgur.com/BI4U7NR.jpg
After the giant empire fell, the skale were one of three species of lizardfolk living on Belladonis. As their masters fled from their death, the skale began slaughtering the other two species. In the disarray left by the giants, the extinction of the other two species was complete.
They call themselves the Skale the common tongue and favor themselves the future rulers of the world. They follow a violent society with a complex warrior hierarchy, led by the spiritual leaders of their clans.
Alignment:
Most Skale are neutral evil or chaotic evil. They have minds who view the world in a predatory way, seeing lesser races as mere food sources; with goblins begin the one exception. Perhaps the Goblin's greed, ambition and natural tendency of cruelty has impressed the Skale. Perhaps they see them as an emergency food supply.
Religion and Culture:
They have violent religions based on blood sacrifices. They believe the world has ended, and the gods demand that the world belongs to the lizardfolk. They sacrifice their captured slaves and their prisoners to a lizard god.
They seem to have been convinced that the goblins are their only true ally, but in reality the goblins intend on using them as an army for the goblin empire. Those who have displeased the leaders of the lizardfolk are given to the goblins as gifts of slaves in exchange for food and goods.
They are are known to show cannibalistic behaviors, often eating those of lesser rank when they are displeased or angered. Skale have short tempers and have trouble with remaining peaceful and at rest. Without the guidance of their spiritual leaders and their goblin allies, the Skale population would descend into bloody massacre and total madness.
Description:
The Skale are covered in thick scales, with horned hides. They are armed to the teeth with natural weapons. A skale lizardfolk is usually 10 to 10 1/2 feet tall with light tan, grey or even white scales. Its spiked tail is used for balance and offense, about 7 to 7 1/2 feet long in length. A skale lizardfolk can weigh from 3,500 to 3,800 pounds, extremely muscular and stocky in appearance.
Combat:
When alone, Skale Lizardfolk employ a charging slam, after which they attempt to drive targets into traps that they set around where they hunt. Skale in groups typically fight in threes, using two flanking individuals with one for frontal assault. 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.
SKALE LIZARDFOLK AS CHARACTERS
Skale Lizardfolk characters possess the following racial traits.
+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom:
Lizardfolk are strong and tough, but have slower minds and short tempers. They often are crude or even violent when they don't understand a new challenge.
Large Monstrous Humanoid (Reptilian):
–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.
Space / Reach:
10 feet / 10 feet.
Movement Speeds:
A skale lizardfolk’s base land speed is 30 feet. Also, a lizardfolk has a burrow speed of 20 ft.
Racial Hit Dice:
A lizardfolk begins with five levels of Monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills:
A lizardfolk’s humanoid levels give it skill points equal to 8 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim.
Racial Feats:
A lizardfolk’s humanoid levels give it two feats.
Powerful Charge (Ex):
A Skale lizardfolk typically begins a battle by charging at an opponent, slamming their spiked body into their target. In addition to the normal benefits and hazards of a charge, this allows the lizardfolk to make a single primary slam attack at full attack bonus that deals 3d6 points of piercing and bludgeoning damage.
Spiked Tail (Ex):
Because of their powerful tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. They also have a natural tail attack. They can also perform trip attempts with their tails, sweeping their powerful tail, striking low at the target’s footing.
Spiked Hide (Ex):
Lizardfolk have thick hides with bony spikes covering them, proving them a +5 natural armor bonus and allows the lizardfolk to deal automatic 1d8 piercing damage on a successful grapple attack.
Weapon Familiarity (Ex):
The Lizardfolk treats Bolas and Nets as martial weapons. They Skale attempt to capture targets in combat if possible, using them for dark ritual sacrifices and as a food source.
Weapon and Armor Proficiency:
A lizardfolk is automatically proficient with simple weapons and shields.
Natural Weapons:
A primary tail slap (1d8 bludgeoning and piercing plus trip), two secondary Claws (1d6 Slashing), a secondary Bite (1d6 Bludgeoning, Piercing, and Slashing).
Automatic Languages:
Skale
Bonus Languages:
Common, Giant, Goblin, and Terran
Favored Class:
Ranger or Warhulk
Level adjustment:
+0
Racial Class:
Skale Lizardfolk Base Racial Features
All of the following are base racial abilities for the skale.
Ability Score Adjustments: +2 Strength, -2 Intelligence, -2 Wisdom.
Type: The skale are Monstrous Humanoids with the Reptilian subtype.
Weapon Familiarity (Ex): The skale treat Bolas and Nets as martial weapons.
Size: Skale are Medium size.
Speed: Skale base land speed is 30 feet.
Skill Bonuses: The skale's tail offers it a +4 racial bonus on Jump, Swim, and Balance checks.
Automatic Languages: Skale. Bonus Languages: Common, Giant, Goblin, and Terran
Favored Class: Ranger.
Skale racial class
Hit Die
d8.
Class Skills
The skale's class skills (and the key ability for each skill) are Balance (Dex), Jump (Str), and Swim (Str).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Spiked Tail, Natural Armor
2nd|
+2|
+0|
+3|
+3|+2 Con, Claws
3rd|
+3|
+1|
+3|
+3|Burrow, Spiked Hide
4th|
+4|
+1|
+4|
+4|+2 Str, Bite
5th|
+5|
+1|
+4|
+4|Growth, Powerful Charge
[/TABLE]
Class Features
All of the following are class features of the skale.
Weapon and Armor Proficiency
A skale is proficient with all simple weapons, and with it's natural weapons.
The skale are proficient with shields but no armor.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Spiked Tail (Ex): At 1st level, the skale gains a natural tail slap attack that deals 1d8 bludgeoning and piercing damage. The skale can also use it's tail to make trip attacks.
Natural Armor (Ex): At 1st level, the skale gains 1 point of natural armor. This increases by one point on each subsequent level, up to 5 points of natural armor.
Claws (Ex): At 2nd level, the skale gains a pair of claw attacks that it can use as secondary natural attacks. The claws deal 1d6 slashing and piercing damage.
Burrow (Ex): At 3rd level, the skale gains Burrow speed of 20 ft.
Spiked Hide (Ex): At 3rd level, the skale's thick hide grows bony spikes, allowing the skale to deal automatic 1d8 piercing damage on a successful grapple attack.
Bite (Ex): At 4th level, the skale gains a natural bite attack that it can use as secondary natural attacks. The bite deals 1d6 piercing, slashing, and bludgeoning damage.
Growth (Ex): At 5th level, the skale becomes fully grown, and it's size changes to Large. Do not adjust the ability scores or natural weapon damage as normal.
Powerful Charge (Ex): At 5th level, the skale may make a single primary slam attack at full attack bonus that deals 3d6 points of piercing and bludgeoning damage when charging.
http://i.imgur.com/BI4U7NR.jpg
After the giant empire fell, the skale were one of three species of lizardfolk living on Belladonis. As their masters fled from their death, the skale began slaughtering the other two species. In the disarray left by the giants, the extinction of the other two species was complete.
They call themselves the Skale the common tongue and favor themselves the future rulers of the world. They follow a violent society with a complex warrior hierarchy, led by the spiritual leaders of their clans.
Alignment:
Most Skale are neutral evil or chaotic evil. They have minds who view the world in a predatory way, seeing lesser races as mere food sources; with goblins begin the one exception. Perhaps the Goblin's greed, ambition and natural tendency of cruelty has impressed the Skale. Perhaps they see them as an emergency food supply.
Religion and Culture:
They have violent religions based on blood sacrifices. They believe the world has ended, and the gods demand that the world belongs to the lizardfolk. They sacrifice their captured slaves and their prisoners to a lizard god.
They seem to have been convinced that the goblins are their only true ally, but in reality the goblins intend on using them as an army for the goblin empire. Those who have displeased the leaders of the lizardfolk are given to the goblins as gifts of slaves in exchange for food and goods.
They are are known to show cannibalistic behaviors, often eating those of lesser rank when they are displeased or angered. Skale have short tempers and have trouble with remaining peaceful and at rest. Without the guidance of their spiritual leaders and their goblin allies, the Skale population would descend into bloody massacre and total madness.
Description:
The Skale are covered in thick scales, with horned hides. They are armed to the teeth with natural weapons. A skale lizardfolk is usually 10 to 10 1/2 feet tall with light tan, grey or even white scales. Its spiked tail is used for balance and offense, about 7 to 7 1/2 feet long in length. A skale lizardfolk can weigh from 3,500 to 3,800 pounds, extremely muscular and stocky in appearance.
Combat:
When alone, Skale Lizardfolk employ a charging slam, after which they attempt to drive targets into traps that they set around where they hunt. Skale in groups typically fight in threes, using two flanking individuals with one for frontal assault. 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.
SKALE LIZARDFOLK AS CHARACTERS
Skale Lizardfolk characters possess the following racial traits.
+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom:
Lizardfolk are strong and tough, but have slower minds and short tempers. They often are crude or even violent when they don't understand a new challenge.
Large Monstrous Humanoid (Reptilian):
–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.
Space / Reach:
10 feet / 10 feet.
Movement Speeds:
A skale lizardfolk’s base land speed is 30 feet. Also, a lizardfolk has a burrow speed of 20 ft.
Racial Hit Dice:
A lizardfolk begins with five levels of Monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills:
A lizardfolk’s humanoid levels give it skill points equal to 8 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim.
Racial Feats:
A lizardfolk’s humanoid levels give it two feats.
Powerful Charge (Ex):
A Skale lizardfolk typically begins a battle by charging at an opponent, slamming their spiked body into their target. In addition to the normal benefits and hazards of a charge, this allows the lizardfolk to make a single primary slam attack at full attack bonus that deals 3d6 points of piercing and bludgeoning damage.
Spiked Tail (Ex):
Because of their powerful tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. They also have a natural tail attack. They can also perform trip attempts with their tails, sweeping their powerful tail, striking low at the target’s footing.
Spiked Hide (Ex):
Lizardfolk have thick hides with bony spikes covering them, proving them a +5 natural armor bonus and allows the lizardfolk to deal automatic 1d8 piercing damage on a successful grapple attack.
Weapon Familiarity (Ex):
The Lizardfolk treats Bolas and Nets as martial weapons. They Skale attempt to capture targets in combat if possible, using them for dark ritual sacrifices and as a food source.
Weapon and Armor Proficiency:
A lizardfolk is automatically proficient with simple weapons and shields.
Natural Weapons:
A primary tail slap (1d8 bludgeoning and piercing plus trip), two secondary Claws (1d6 Slashing), a secondary Bite (1d6 Bludgeoning, Piercing, and Slashing).
Automatic Languages:
Skale
Bonus Languages:
Common, Giant, Goblin, and Terran
Favored Class:
Ranger or Warhulk
Level adjustment:
+0
Racial Class:
Skale Lizardfolk Base Racial Features
All of the following are base racial abilities for the skale.
Ability Score Adjustments: +2 Strength, -2 Intelligence, -2 Wisdom.
Type: The skale are Monstrous Humanoids with the Reptilian subtype.
Weapon Familiarity (Ex): The skale treat Bolas and Nets as martial weapons.
Size: Skale are Medium size.
Speed: Skale base land speed is 30 feet.
Skill Bonuses: The skale's tail offers it a +4 racial bonus on Jump, Swim, and Balance checks.
Automatic Languages: Skale. Bonus Languages: Common, Giant, Goblin, and Terran
Favored Class: Ranger.
Skale racial class
Hit Die
d8.
Class Skills
The skale's class skills (and the key ability for each skill) are Balance (Dex), Jump (Str), and Swim (Str).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Skill Points at Each Additional Level
2 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+2|Spiked Tail, Natural Armor
2nd|
+2|
+0|
+3|
+3|+2 Con, Claws
3rd|
+3|
+1|
+3|
+3|Burrow, Spiked Hide
4th|
+4|
+1|
+4|
+4|+2 Str, Bite
5th|
+5|
+1|
+4|
+4|Growth, Powerful Charge
[/TABLE]
Class Features
All of the following are class features of the skale.
Weapon and Armor Proficiency
A skale is proficient with all simple weapons, and with it's natural weapons.
The skale are proficient with shields but no armor.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Spiked Tail (Ex): At 1st level, the skale gains a natural tail slap attack that deals 1d8 bludgeoning and piercing damage. The skale can also use it's tail to make trip attacks.
Natural Armor (Ex): At 1st level, the skale gains 1 point of natural armor. This increases by one point on each subsequent level, up to 5 points of natural armor.
Claws (Ex): At 2nd level, the skale gains a pair of claw attacks that it can use as secondary natural attacks. The claws deal 1d6 slashing and piercing damage.
Burrow (Ex): At 3rd level, the skale gains Burrow speed of 20 ft.
Spiked Hide (Ex): At 3rd level, the skale's thick hide grows bony spikes, allowing the skale to deal automatic 1d8 piercing damage on a successful grapple attack.
Bite (Ex): At 4th level, the skale gains a natural bite attack that it can use as secondary natural attacks. The bite deals 1d6 piercing, slashing, and bludgeoning damage.
Growth (Ex): At 5th level, the skale becomes fully grown, and it's size changes to Large. Do not adjust the ability scores or natural weapon damage as normal.
Powerful Charge (Ex): At 5th level, the skale may make a single primary slam attack at full attack bonus that deals 3d6 points of piercing and bludgeoning damage when charging.