Warrior 1
Medium Humanoid (Reptilian)
Hit Dice: 1d8+1 (5HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 leather); touch 11; flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Heavy Mace +1 melee (1d8+1)
Full Attack: Heavy Mace +1 melee (1d8+1) & Bite -4 melee (1d4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Darkvision 60’, Hold Breath, Humanoid traits, Musk, Water Dependence
Saves: Fort +3*, Ref +1, Will +0
Abilities: Str 13 (+1), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Skills: Balance +6, Jump +9, Survival +3, Swim +7, Tumble +5
Feats: Acrobatic
Environment: any warm (Siraaj)
Organization: solitary, pair, gang (3-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults & 1 leader of 4th-6th level), warband (10-24 plus 2-4 monitor lizards), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th-5th level, 1 leader of 6th-8th level, & 5-8 monitor lizards)
Challenge Rating: ½
Treasure: standard
Alignment: often Chaotic Neutral
Advancement: by character class
Level Adjustment: +0
Combat
Lizardfolk are naturally territorial, & will always put up a fight to defend their domain. They prefer to use their natural weapons, doing battle with fang & claw, but they realize that they will gain more respect in society if they use more civilized weapons. Because of this, lizardfolk often favor blades & bows, becoming adept in their use to impress their peers. They will not surrender or flee, gladly fighting to the death rather than do themselves & their kin the dishonor of being defeated.
Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Humanoid traits: All creatures with the Humanoid type possess the following traits:
- Proficient with all simple weapons, or by character class.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class & wears armor, it is proficient with that type of armor & all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
- Humanoids breathe, eat, & sleep.
Musk (Ex): A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.
Water Dependence: A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.
Lizardfolk Lore
Characters that have ranks in Knowledge (Local) can learn more about lizardfolk. When a character makes a successful skill check, the following lore is revealed, including the information from lower DC’s.
- DC11: “The lizardfolk are a race of sentient reptiles, who have struggled hard to fit in with other cultured races.” A character making this check recalls all reptilian humanoid traits.
- DC16: “They are more devoted to art than to science, & are accomplished sailors & navigators.” A character making this check knows the workings of the lizardfolk’s natural weapons & Hold Breath ability.
- DC21: “They formed a great kingdom centuries ago in the land of Sheqari, under the leadership of a legendary king.” A character making this check remembers the lizardfolk’s history & habits.
- DC26: “The epic tales of Amir Jathi are still told to this day, & many lizardfolk aspire to follow his legacy.” A character making this check is familiar with the nearest lizardfolk-majority settlement.
Abilities & Racial Features
Lizardfolk characters possess the following racial traits:
- Dexterity -2, Constitution +2, Wisdom +2.
- Humanoid (Reptilian): Lizardfolk are scaly & coldblooded, but are still subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium Size: As Medium creatures, lizardfolk have no special bonuses or penalties due to their size.
- A lizardfolk’s base land speed is 30 feet.
- Racial Skills: Lizardfolk have a +4 racial bonus on Balance, Jump, & Swim checks. They also have a +2 racial bonus on Survival checks.
- +2 natural armor bonus.
- +2 racial bonus on Fortitude saves to resist Poison effects.
- Natural Weapon (Ex): Bite (1d4 + Str); piercing damage.
- Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
- Musk (Ex): A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.
- Water Dependence: A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.
- Automatic Languages: Alhaggi & Common. Bonus Languages: Draconic & Pahrai.
- Favored Class: Druid.
- Level Adjustment: +0.