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    Barbarian in the Playground
    Join Date
    Jan 2016
    Location
    Aiur, low orbit
    Gender
    Male

    Default Re: Local Speakeasy: Home Brewing 3.X Competition II: The Wild Side

    Lizardfolk


    -----The Lizardfolk have lived content in their swamps for centuries, following ancient customs unswervingly. Guided by their priests, they have survived wars and hardships aplenty.
    -----The newer generations, however, have begun to question their elders. They are no longer content to merely survive, they want to thrive. The priests, while wise, do little more than push the desire of their deity. A deity who wishes for little else than its people to survive and propagate, showing little care for the desires of its people. As such, many have begun to turn to the Old Ways, druidic traditions of their ancestors.


    Personality: Lizardfolk can vary from proud and reserved, to boisterous and uncouth.

    Physical description: Most lizardfolk resemble a bipedal alligator or crocodile with a small fin on the back of their head. They typically range from 6 to 7 feet tall with green, gray, or brown scales. They also possess a tail, 3 to 4 feet in length, that they use for balance and swimming. On average, a lizardfolk weighs from 200-250 pounds. There is a negligible size difference between male and female lizardfolk.

    Relations: Relations with other races are highly dependent upon how those other races have interacted with a particular tribe of lizardfolk. For example, if tribe A had been harassed by human settlers they would likely hold a dim view of humans. Tribe B lives near the shore and trades with locathath on regular basis, and view them as allies/friends.
    -----Troglodytes, however, are frequently the subjects of enmity. Some clans of troglodytes move into the lizardfolk’s wetlands where both must then compete for the limited resources. Furthermore, in their lust for steel the Troglodytes draw the ire of humanoid races, which may be incorrectly vented upon the lizardfolk.

    Alignment: Lizardfolk as a race tend towards neutral alignment, as it is the most practical from a survival perspective. Individuals may vary, but most retain a degree of neutrality.

    Religion: The deity Semuanya (Se-moo-on-I-ya), who has been their patron deity for centuries, is beginning to fall out of favor. While devoted to the survival and propagation of the lizardfolk race, Semuanya is lethargic and takes little action itself. Its clergy are growing fewer, and the druids and shamans are gaining ground. Just as wise and more willing to act, it is easy to understand their newfound popularity.

    Lands: Warm/tropical wetlands and swamps are typically claimed by lizardfolk, who strive to defend them against outsiders. Tribal borders within the swamps are typically natural features, such as streams and rock formations.
    -----Their first permanent settlement, Aradi, has been founded scarcely months ago under the leadership of Blacktooth; an archdruid named for the black dragon skull that sits atop his runestaff. While the news of this event has reached the outside world, the nature of this place remains a mystery.

    Languages: Most lizardfolk speak Draconic as their native tongue, as it has been used as long as they can remember. Common is gaining prevalence as a trade language among the newer generations.

    Names: A lizardfolk typically possesses a name that either describes themself or a valued accomplishment. A few take their tribe or clan’s name as a surname.

    Adventures: Lizardfolk that take up the path of the adventurer typically either seek to explore the world, or have been exiled from their tribe.


    Lizardfolk characters possess the following racial traits.
    • +2 Constitution, -2 Intelligence. Lizardfolk are hardy, but not as smart as your average human.
    • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    • Humanoid (Reptillian). Lizardfolk are humanoids with the reptilian subtype.
    • A lizardfolk’s base land speed is 30 feet.
    • +2 natural armor. Lizardfolk possess sturdy scales which serve as a rudimentary armor.
    • +4 racial bonus on Jump and Balance checks. Lizardfolk are able to use their tails to balance and jump better than other races.
    • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
    • Favored Class: Druid.

    Age: Lizardfolk are considered adults at approximately the same age as humans, but can live longer in peaceful conditions.
    Adulthood Simple classes* Moderate classes** Complex classes*** Middle Age Old Venerable Maximum Age
    15 years +1d6 +1d10 +3d6 50 years 75 years 100 years + 3d20 years

    *ex: Barbarian, Rogue, Sorcerer
    **ex: Bard, Fighter, Paladin, Ranger
    ***ex: Cleric, Druid, Monk, Wizard

    Height and Weight:
    Base Height Height Modifier Base Weight Weight Modifier
    5’10’’ +2d8 200 lb. x(1d4) lb.


    Spoiler: Racial Feats
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    Strong Swimmer [Racial]
    You are a strong swimmer and able to hold your breath longer than others of your kind..
    Prerequisites: Lizardfolk
    Benefit:You gain a +4 racial bonus on swim checks and can hold your breath for 4xConstitution score rounds instead of the standard 2xConstitution score rounds.
    Special: This feat may only be taken once.

    Sturdy Scales [Racial]
    Your scales are exceptionally resilient.
    Prerequisites: Lizardfolk
    Benefit: Your natural armor bonus increases from +2 to +5.
    Special: This feat may only be taken once.

    Wild Warrior [Racial]
    You are stronger than your fellows and are able to bring claws and a toothed bite to bear.
    Prerequisites: Lizardfolk, First level only
    Benefit: You gain +2 Strength, 2 claw attacks(1d4, primary natural weapons) and a bite attack (1d4, secondary natural attack).
    Special: This feat may only be taken at first level.



    Spoiler: Racial Substitution Levels
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    Racial Substitution Levels:
    Lizardfolk Bowmaster

    The Lizardfolk Bowmasters are advanced scouts, trained to use their bows to great effect against their foes. Not only able to hit hard on the move, they are also skilled at delivering precise, aimed blows.

    Hit Dice: d8
    Requirements:
    Lizardfolk, about to take the corresponding level of Scout
    Class Skills
    No change
    Skill Points at Each Level: 8+Int modifier (4x at first level)

    BOWMASTER
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +0
    +2
    +0
    Skirmish (+1d6), Archery Training, Trapfinding
    2nd
    +1
    +0
    +3
    +0
    Battle Fortitude +1, uncanny dodge, Aim
    4th
    +3
    +1
    +4
    +1
    Bonus Feat, Marksmanship
    10th
    +7/+2
    +3
    +7
    +3
    Blindsense 30ft., Improved Evasion
    Class Features


    Archery training (Ex): Lizardfolk Bowmasters train extensively with their bows, and often outmatch scouts of similar experience in feats of archery.

    A lizardfolk bowmaster may treat their scout level as granting a base attack bonus equal to their level, for bows* only. They also gain proficiency in the longbow.


    Aim (Ex): Most scouts excel using hit-and-run tactics, but lose potency when forced into remaining in place. The lizardfolk bowmasters have developed a method to focus their aim, and deal grievous wounds.

    As a full-round action, a lizardfolk bowmaster may fire an arrow at a single target and deal extra damage equal to their skirmish bonus damage. They also gain a bonus to the attack roll equal to the AC bonus they would gain from skirmish (if any). The feats Rapid Shot and Manyshot do not work with Aim. Aim only functions with bows*


    Marksmanship (Ex): One of the typical shortcomings of relying on precision damage is the immunity that many creatures possess. However, one must only know where to strike.

    A lizard folk bow master has a 50% chance to ignore immunity to critical hits, except for oozes and incorporeal creatures. It increases to 100% at eight level. This applies to any weapon(s) wielded by the bowmaster.


    Improved Evasion (Ex): This ability works as the rogue ability of the same name.

    *longbow, shortbow, etc. , not crossbows


    Feats
    Dodge Arrow
    You are able to deftly dodge incoming projectiles.
    Prerequisites: Dodge, Dex 15+
    Benefit: Once per round when you would normally be hit with a ranged weapon, you may evade it such that you take no damage from it. You must be aware of the attack and not flat-footed.

    Attempting to dodge a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be dodged.

    Extra Dodge
    You are particularly adept at evading projectiles.
    Prerequisites: Dodge Arrow, Dex 17+
    Benefit: You may dodge an additional ranged weapon each round.
    Special: This feat may be taken multiple times. Each time after the first, the minimum Dexterity prerequisite increases by two. (ex: Dex 19+ for the second time, Dex 21+ for the third time, etc.)
    Last edited by Grand Arbiter; 2016-08-15 at 08:33 AM. Reason: Racial Substitution Levels