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  1. - Top - End - #1
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    Default Expanded Lizardfolk

    Well, this thread is about makeing more lizardfolk subraces, so it wont be only swamp type.

    Statless example:
    Desert Lizardfolk:resistences to heat, extra movement speed...

    As i suck at homebrowing, and good at homebrewing ideas, i need your help, if you want too of course
    Last edited by super dark33; 2011-05-08 at 10:29 AM.
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    Default Re: Expended Lizardfolk

    Okies; here's a lizard-folk. :) I hope you like it!

    Skink:

    Spoiler
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    Skinks are small reptilian humanoids who live in tropical mangroves and swamps. They are fast and stealthy ambushers.
    Culture: Skink culture is crude and primal. They do not use any technology, and most of their weaponry is made of stone, bone and/or wood. They do use soft metals like gold in ornaments and clothing, but their natural fear of fire makes it hard for them to work these metals.
    Skinks are ruled by religious councils, and they revere the Great God Quetzalqotl, a Lawful Evil deity who doesn't actually stand for anything, but simply demands obedience from its followers. The Priesthood rules with an onyx fist, and Skinks must make ritual sacrifices often.
    Quetzalqotl's domains are Death, Darkness, Evil and Law.

    Size: Small.
    Skinks are small of size. Because of this, they receive a +1 size bonus to AC and to hit rolls, and a +4 bonus to Stealth checks. However, they can only wield small-sized weapons.
    Ability: Dex +2, con -2, wis +2
    Speed: 30, climb 30, swim 30
    A skink wearing medium or heavy armour loses her swim and climb speeds.
    Amphibious
    Vulnerability: Fire
    Skinks take double damage from fire sources.
    Chameleon Skin
    Skinks can change the colour of their skin at will, granting them a +4 bonus to stealth checks.
    Darkvision 60 ft.

    Favored class: Rogue.
    Allignment: Any. Skinks may be born to an 'evil' society, but they are no more inherently evil than any other race. They don't actually delight in suffering; they just think it is necessary because their god tells them so. Since skinks would rather have it differently themselves, they are easy to convert to other faiths.

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    Default Re: Expended Lizardfolk

    So we got now lizard halflings? nice. you also gave them a bonos to wisdom, so they can be good druids.

    i think i done well this time:

    Desert lizardfolk
    +2 str +2 dex -2 int
    size:medium
    base speed is 15 meters instead of 9. (im not useing the feet system)
    Natural armor +5 ac
    natural weapons: bite 1d4,claws 1d4, tail 1d4 nonleathal
    feats:Desert lizardfolk get the Run feat for free
    Special abillitys:immunity to heat (not fire)
    Aligmant:all, depends on the leader (lawfull evil if leader is blue dragon, chaotic good if leader is brass dragon)

    Desert lizardfolk can come in colors from gold to brown.

    most live in nomadic tribes, but some clans are powerfull enogh to build a city.
    they can wear armor in the deasert with no fear of the heat.
    Lawfull good tribes mostly have a champion, which is a Mid level paladin with megaraptor as mount.
    evil and good tribes ussualy fight, but will ally if neccesiry or possible.
    Tribes led by a brass dragon always fight Tribes led by a blue dragon, and many times they stop the slavery led by these tribes.they fight untill one dragon dies, and the tribes unite.
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    Default Re: Expended Lizardfolk

    I made a whole bunch of dinosaur- lizard- and amphibian folk for a homebrew Pathfinder campaign. Those are all balanced for PF races though, and would probably range around LA+1 in 3.5

    Spoiler
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    The one called Cero in the picture has been renamed to Ceratope.

    Here are the rules:

    Aga: Aga are the most common of sentient races, they can be found anywhere in the world as they are more adaptable than most species.
    Physical description: Aga resemble homanoid lizards with a row of three to ten quills on their heads, they have a flexible neck and often a slightly jutting lower jaw. Their skin usually ranges between green and brown tones with a lighter shade on the belly side.
    • +2 Constitution: Aga are enduring, a trait that comes in handy in many situations.
    • Medium size
    • Normal speed: Aga have a base speed of 30 ft.
    • Bonus feat: Aga gain a single bonus feat at first level.
    • Natural armor: Aga have a thick scaly hide, giving them a +1 natural armor bonus.
    • Languages: Aga speak Draconic. Aga with high Intelligence scores can choose from any languages (except for secret ones like Druidic).

    Ceratope: Ceratopes live in communities which often accept other races among them without hesitation, so long as these are not predominantly carnivorous. They make excellent warriors, but usually only fight to defend themselves.
    Physical description: Ceratopes are massive hunched creatures with a large horned head usually sporting a shield-like extension covering their neck. They have many variations resembling all different dinosaurs of the ceratopsia family. They usually have grey to brown hides often with more vivid color patterns on their head crest.
    • +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Ceratopes are physically strong but slow in both mind and body.
    • Medium size
    • Slow and steady: Ceratopes have a base speed of 20 feet but are not slowed down by encumbrance and armor.
    • Natural attack: All ceratopes have a set of between one and three horns on their head giving them a gore attack that deals 1d6 damage.
    • Natural armor: Ceratopes have a thick scaly hide, giving them a +1 natural armor bonus.
    • Charger: Ceratopes are known for their near unstoppable charges, they gain a +2 racial bonus to their CMB when making a bullrush maneuver.
    • Skilled: Ceratopes gain a +2 racial bonus to Survival checks.
    • Unique physique: Ceratopes have a physique that differs radically from other races, they can only wear armor specifically crafted to fit Ceratopes.
    • Horned charge: When charging a Ceratope's gore attack deals +2 damage on charge.
    • Languages: Ceratopes speak Draconic and Cerato. Ceratopes with high Intelligence scores can choose from the following: Scuto, Dacty, Mandra, Loxatl, Kama, Sylvan.

    Theros: Theros are loners and rarely organize to anymore than a mating couple. They posess no society of their own. Ceratopes and Theros share a long running grudge since Theros hunted ceratopes since the most primitive days.
    Physical description: Theros are tall and muscly, they look almost like a giant version of an Aga, but their heads resemble those of various large theropodes. Their skin is usually brown or green, often with colorful patterns on their back.
    • +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma: Theros are strong and fast but for their size surprisingly fragile and lack social prowess.
    • Medium size
    • Normal speed: Theros have a base speed of 30 ft.
    • Natural attack: Theros have strong jaws with large teeth, giving them a bite attack that deals 1d6 damage.
    • Natural armor: Theros have a thick scaly hide, giving them a +1 natural armor bonus.
    • Skilled: Theros gain a +2 racial bonus to Perception checks
    • Wrestler: Theros instinctively try to wrestle down their opponents to finish them off with their teeth. They gain a +2 racial bonus to their CMB when making a grapple maneuver.
    • Large build: Theros are particularly large and can only wear armor specifically crafted to fit Theros.
    • Languages: Theros speak Draconic and Theros. Theros with high Intelligence scores can choose from the following: Scuto, Dacty, Mandra, Dromae, Kama.

    Loxatl: Loxatls spend most of their lives under water, where they built an advanced civilization, their communities and cities being spread inside large lakes and other freshwaters, where they are safe from predators and invaders.
    Physical description: Loxatl are small, strange looking creatures, their most notable feature being their long extended gills. Loxatl skin can take colours from a dark brown to a light pink and even a golden hue.
    • +2 Constitution, +2 Intelligence, -2 Strength: Loxatl are smart and have an extraordinary endurance, but are weak.
    • Small size
    • Normal speed: Loxatl, have a base speed of 20 feet and a Swim speed of 40 feet.
    • Amphibious: Loxatl can breathe both under water and in normal air.
    • Loxatl have darkvision up to 60 feet.
    • Fast healer: Loxatl gain Fast Healer as a bonus feat at first level. They do not have to fulfill the prerequisites for this feat.
    • Languages: Loxatl speak Draconic and Loxatl. Loxatl with high Intelligence scores can choose from the following: Boggard, Grippli, Mandra, Dromae, Theros, Cerato, Kama, Aquan.

    Dromae: Dromae are nomads travelling and hunting in small communities. They are generally distrusted by most other folks but usually not met with hostility.
    Physical description: Dromae resemble humanoid dromaeosaurids, like velosciraptors.
    Their skin and feathers usually being colored brightly, often in shades of white and yellow with small but stark contrasts of black.
    • +2 Dexterity, +2 Intelligence, -2 Constitution: Dromae are fast and witty but fragile.
    • medium size
    • Normal speed: Dromae have a base speed of 30 ft.
    • Skilled Dromae gain a +2 racial bonus to Acrobatics and Perception checks
    • Natural attack: Dromae have two vicious sickle like talons on their feet, each dealing 1d4 damage.
    • Leap attack: While charging, a Dromae can make an acrobatics to jump in order to avoid difficult terrain.
    • Low-Light vision: Dromae see twice as far as Aga in conditions of dim light.
    • Light physique: Dromae do not gain their strength bonus to their CMD against being bullrushed unless they have a strength penalty.
    • Languages: Dromae speak Draconic and Dromae. Dromae with high Intelligence scores can choose from any languages (except for secret ones like Druidic).

    Scuto: Scutos are a primitive warrior culture with a surprisingly advanced code of honor and strong discipline.
    Physical description: Scuto have some resemblance to Ceratopes with their slightly hunched figure and head crest, but they combine these features with the clawed hands and feet and vicious teeth of Theros.
    Scuto have blue skin varying greatly in lightness from a dark blue almost black to an almost white.
    • +2 Strength, +2 Wisdom, -2 Intelligence: Scuto are strong and observant but lack analytical skill.
    • Medium size
    • Normal speed: Scuto have a base speed of 30 feet.
    • Natural armor: Scuto have a thick scaly hide, giving them a +1 natural armor bonus.
    • Weapon familiarity: Scuto treat all exotic weapons with Scuto (equals Dwarven) in their name as martial weapons.
    • Diehard: Scuto gain the Diehard feat as a bonus feat at first level. They do not have to fulfill the prerequisites for this feat.
    • Hate: Scuto abhorr unnatural creatures, they gain a +1 racial bonus to their attack bonus on attacks against Aberrations.
    • Languages: Scuto speak Draconic and Scuto. Scuto with high Intelligence scores can choose from the following: Kama, Theros, Cerato, Dromae, Terran, Sylvan.

    Dacty: Dacty live at cliffsides near the sea, where they build their homes into the cliff, making it virtually inaccessible for an invading army. Their ability to fly and natural persuasiveness makes them popular as messengers.
    Physical description: Dacty resemble humanoid pterodactyls with long tails.
    Their skin usually is monochrome but can come in almost any color.
    • +2 Dexterity, +2 Charisma, -2 Constitution: Dacty are quick and sociable but fragile.
    • Small size
    • Normal speed: Dacty have a base speed of 20 ft and can glide at a fly speed of 40 ft (Average). At 6th level they gain full flight at a speed of 40 ft (Average). A Dacty can’t hold items in their hands while flying/gliding, and can’t glide/fly with medium or heavier load or armor.
    • Low-light vision: Dacty can see twice as far as Aga in conditions of dim light.
    • Skilled: Dacty gain a +2 racial bonus to Perception, Stealth and Bluff checks.
    • Natural attack: A dacty's mouth is lined with needlesharp teeth giving them a bite attack that deals 1d3 damage. This bite only deals slashing and piercing damage.
    • Languages: Dacty speak Draconic and Dacty. Dacty with high Intelligence scores can choose from any languages (except for secret ones like Druidic).

    Mandra: Mandras often have to struggle with a reputation as pyromaniacs and poisoners, which is not always entirely undeserved; they are often drawn toward fire. Their unparalleled resistance against poisons makes them excellent armor- and weapon crafters, as they can use the parallys-worm's poison, which is used to harden materials like wood and bone to iron-like strength, without risk.
    Physical description: Madras are anthropomorphic salamanders. Their soft skin colored in contrasts of extremely strong and shining colors such as red or yellow and pitch black.
    • +2 Constitution, +2 Charisma, -2 Wisdom: Mandras are both resilient and sociable, but tend toward a lack of common sense.
    • medium size
    • normal speed: Mandras have a base speed of 30 feet.
    • Immunity vs. Poison: Mandras are immune to poisons of all kinds.
    • Mandras have darkvision up to 60 feet.
    • Affinity to fire: Mandras are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery.
    • Skilled: Mandras gain a +2 racial bonus to Craft (weapons and armor) and Diplomacy checks.
    • Languages: Mandras speak Draconic and Mandra. Mandras with high Intelligence scores can choose from the following: Boggard, Grippli, Loxatl, Sylvan, Ignan, Dacty.

    Kama: Kama culture may seem primitive at first glance, but actually they simply prefer to stay close to nature and not get involved with the troubles of advanced civilizations. They prefer to stay in small communities, splitting up once a community grows too large.
    Physical description: Kama closely resemble Aga but lack the flexible long neck and instead of quills have a brightly colored crest on their heads.
    • +2 Dexterity, +2 Wisdom, -2 Constitution: Kama are agile and wise but have a slight physique.
    • Medium size
    • Normal Speed: Kama have a base speed of 30 feet and a swim speed of 15 feet
    • Hold breath: Kama can hold their breath up to twice as long as normal.
    • Natural armor: Kama have a thick scaly hide, giving them a +1 natural armor bonus.
    • Skilled: Kama gain a racial bonus to Heal and Survival checks
    • Weapon familiarity: Kama treat all exotic weapons with the word Kama (equals elven) in their name as martial weapons. (not the weapon actually called "kama")
    • Low-light vision: Kama can see up to twice as far as Aga in conditions of dim light.
    • Languages: Kama speak Draconic and Kama. Kama with high Intelligence scores can choose from the following: Boggard, Grippli, Loxatl, Mandra, Scuto, Dromae.

    Kobold: Kobolds claim to be descendants of none less than true dragons but rarely can they actually prove their claims. But sometimes in a tribe special individuals hatch, their skin wearing the unmistakable colour of one of the five types of chromatic dragons. These Kobolds are much more potent than their regular kin and posess special abilities depending on the type of dragon they resemble.

    Kobolds civilization is among the most advanced in the world, they live underground mostly and surprisingly many tribed can base their power around a true dragon leading them.
    Physical description: Dragonwrought kobolds look much like their regular kin but have the skin colour and often features like crests and/or horns of the dragon they inherited their bloodline from.
    • +2 Dexterity, +2 Charisma, –2 Strength: Their draconic heritage left dragonwrought Kobolds with a stronger physique than their regular kin and a natural charisma.
    • Small size
    • Fast Speed: Kobolds have a base speed of 30 feet.
    • Kobolds have darkvision up to 60 feet.
    • Natural armor: Kobolds have a thick scaly hide, giving them a +1 natural armor bonus.
    • Draconic Blood: A dragonwrought kobold must choose one of the following draconic heritages: black (acid), blue (electricity), green (acid), red (fire) or white (cold). The dragonwrought kobold gains resistance 2 against the energy type listed with the bloodline.
    • Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
    • Light Sensitivity: Kobolds are dazzled as long as they remain in an area of bright light.
    • Languages: Kobolds speak Draconic. Kobolds with high Intelligence scores can choose from the following: Kama, Scuto, Theros, Cerato, Dromae, Terran.


    Grippli: These small, intelligent, humanoid tree frogs live in primitive societies deep in the forests and marshes of the world. They hunt giant insects and eat fruits and flowers from their tree homes.
    Grippli hatchlings develop into adults in less than a year. Unless they meet a savage end from a forest threat, they can live 60 years, their skin graying and losing its luster as they age. A grippli stands just over 2 feet in height and weighs 30 pounds.
    Physical Description: Grippli resemble humanoid treefrogs, with bright color patterns on their skin.
    • +2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
    • Small size
    • Fast Speed: Gripplis have a base speed of 30 feet and a base climb speed of 20 feet.
    • Darkvision: Gripplis can see in the dark up to 60 feet.
    • Camouflage: Gripplis gain a +4 racial bonus to Stealth checks in marshes or forested areas.
    • Swamp Stride: A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
    • Weapon Familiarity: Gripplis are proficient with nets.
    • Languages: Gripplis speak Draconic and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Sylvan, Kama, Loxatl, Mandra.


    Grippli are actually taken straight from the PF Bestiary 2 and Kobolds are a homebrew adjustment. I used Dragonwrought kobolds as an excused to make a player-balanced kobold race.
    Last edited by Threeshades; 2011-05-06 at 10:17 AM.

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    Default Re: Expended Lizardfolk

    Quote Originally Posted by super dark33 View Post
    So we got now lizard halflings? nice. you also gave them a bonos to wisdom, so they can be good druids.
    MMIII has an official mini-lizardfolk (poison dusk) and mega-lizardfolk (blackscale).
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    Default Re: Expended Lizardfolk

    You do mean expanded, not expended, correct?

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    Default Re: Expended Lizardfolk

    Quote Originally Posted by Ajadea View Post
    You do mean expanded, not expended, correct?
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    Default Re: Expended Lizardfolk

    I'm not going into all of them, because that's a lot of work, but I would like to point SD33's desert lizardfolk out for some things.

    +2 str +2 dex -2 int {Nothing wrong with these (considering Pathfinder)
    size:medium
    base speed is 15 meters instead of 9. (im not useing the feet system) {Several things wrong with this. For one, the feet system is accomodated by the square system, where 5 ft. is 1 square. Most characters have a speed of 30 ft, which is 6 squares. You'd have to convert speeds in order to utilize a battlemap, that is one, but the other is that this increase of speed is simply huge. It almost doubles their speeds, if you'd consider a normal character having a speed of 9 meters per turn, which is extremely powerful.}
    Natural armor +5 ac {+5 natural AC is the equivalent of a free, and very powerful, magical item. You see a +1 natural AC every now and then, and sometimes even a +2, but it a +5 is probably too powerful as a racial. An explanation to this: A desert lizardfolk monk with average prime stats (18 dex, 16 wis) would start out at lvl 1 with an AC of 21. A fighter with a full plate and heavy shield would see themselves at AC 26 as soon as they can afford the full plate, which is very soon indeed.)
    natural weapons: bite 1d4,claws 1d4, tail 1d4 nonleathal {Watch out for individual multipliers, here. A character with four natural attacks (claws at 1/2 str, bite at full str, tail at 1/2 str) can just stack up on magical modifiers, take the multi-attack feat, but more importantly: 4 sneak attacks per round at first level? So many natural attacks is extremely powerful again, because it just keeps building up.}

    I'll agree that a swim and climb speed are also very powerful, but in a completely different way. The movement methods grant access to things; can be used to go places, and to enable certain actions which can benefit the character, and group, in many, many ways. But the advantages above are mechanical advantages. They immediately work on the numbers, making them extremely powerful in a combat situation.
    Last edited by Dryad; 2011-05-07 at 10:53 AM.

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    Default Re: Expended Lizardfolk

    Quote Originally Posted by Dryad View Post
    SNIP!
    Well, Your right.
    But normal lizardfolk natural armor is +5 to ac, i based the desert type on them.
    Last edited by super dark33; 2011-05-07 at 10:57 AM.
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    Default Re: Expended Lizardfolk

    True. However, they also have a nifty level-adjustment when used as PCs.

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    Default Re: Expended Lizardfolk

    Quote Originally Posted by Dryad View Post
    {Several things wrong with this. For one, the feet system is accomodated by the square system, where 5 ft. is 1 square. Most characters have a speed of 30 ft, which is 6 squares. You'd have to convert speeds in order to utilize a battlemap, that is one, but the other is that this increase of speed is simply huge. It almost doubles their speeds, if you'd consider a normal character having a speed of 9 meters per turn, which is extremely powerful.}
    Not really. 15 meters is about 45 feet, only one square faster than a Human Barbarian can move.

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    Default Re: Expended Lizardfolk

    Quote Originally Posted by Ajadea View Post
    You do mean expanded, not expended, correct?
    Quote Originally Posted by super dark33 View Post
    I think you can still change this by editing the first post... but maybe not.
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    Default Re: Expended Lizardfolk

    Quote Originally Posted by Herpestidae View Post
    Not really. 15 meters is about 45 feet, only one square faster than a Human Barbarian can move.
    Ah, but you see: If you were to say that 1 metre is 1 square, and 5 ft. is 1 square, for argument's sake, then going from 6 to 9 is 'only' a 50% increase. If you were to do the same (which is already a really large increase; the +10 ft movement of barbarians is a powerful class feature, and less powerful than this racial) starting from 9 metres, you would get 13,5 metres. Half of nine is 4.5, while the SD33 suggests an increase of 7.
    Anyway; putting all this in a metric system is over-complicating things. Still; it's a movement increase of roughly 77.78% The Barbarian Fast movement, to put it in perspective, is an increase of 'only' 30%. That means that this racial feature is roughly 2.5x as strong as Fast Movement. Furthermore, it stacks.
    Last edited by Dryad; 2011-05-07 at 01:14 PM.

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    Default Re: Expended Lizardfolk

    Right, so: 9 meters in SD33's system is 30 feet.

    3m -> 10ft, which is about the right conversion.

    15 meters move would be a 50 foot move speed. Exactly twice Fast Movement's bonus.
    Last edited by Siosilvar; 2011-05-07 at 04:32 PM.
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    Default Re: Expanded Lizardfolk

    Its not my system, in the hebrew PHB, its using metric system, and 1.5 meter is a squere.
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    Default Re: Expanded Lizardfolk

    Quote Originally Posted by super dark33 View Post
    Its not my system, in the hebrew PHB, its using metric system, and 1.5 meter is a square.
    It's irrelevant that you didn't come up with it; you're using it, ergo it is your system (though not one that you made). What is relevant is the 67% boost in movement speed, which is faster than any other LA+1 or less PC race, hands-down (that I know of).

    I'd say it should look more like this (balanced at LA+0ish):

    Desert Lizardfolk
    Humanoid (Reptilian)

    +2 Constitution, -2 Intelligence

    Medium: As Medium creatures, lizardfolk have no special bonuses or penalties due to their size.
    Desert Lizardfolk base land speed is 30 feet.
    +1 natural armor.

    Natural Weapons: Desert Lizardfolk have three natural weapons: a bite and two claws. A lizardfolk may substitute a bite attack for their entire full attack, dealing 1d6+(1.5*Str) damage. In addition, a lizardfolk may make one claw attack with each hand that isn't carrying an item, attacking at a -5 penalty and dealing 1d4+Str damage.
    Heat Resistant: A Desert Lizardfolk gains a +4 bonus on Fortitude saves to resist the effects of heat.
    Sprint: A Desert Lizardfolk may move its land speed as a swift action. After doing so, it must make a Fortitude save (DC 20) or become fatigued until it rests (or exhausted if already fatigued).
    ze/zir | she/her

    Omnia Vincit Amor

  17. - Top - End - #17
    Troll in the Playground
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    Default Re: Expanded Lizardfolk

    it should be LA+1, like normal ones, as i want to make a ''Lizard'' system of the humenoid races (like: lizardtaur,lizardogre,lizardwarf etc.) for lizard campeigns.

    moar idea:

    Jungle Lizardfolk

    stats: +2 dex +2 con -2 int (the -2 int should be in most lizardfolk subraces)
    poison resistence things, etc.
    natural armor, and all the rest
    Last edited by super dark33; 2011-05-08 at 01:35 PM.
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  18. - Top - End - #18
    Troll in the Playground
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    Default Re: Expanded Lizardfolk

    Making them all +1 requires the original to be worth +1... sure, its numbers are too big to be +0, but that doesn't mean it is actually useful as +1 LA. I'd rather take three levels of Fighter than be a lizardfolk, and Fighter 3 is among the deadest levels around (though it does give 1 more save bonus than Rogue 20).

    Expanding lizardfolk is fine and all, and I'm all for it (in fact, I was looking for a few new ones for a campaign), but +1 LA needs to be worth +1 LA, not arbitrarily assigned like it was to Hobgoblins.
    ze/zir | she/her

    Omnia Vincit Amor

  19. - Top - End - #19
    Ogre in the Playground
     
    Lonely Tylenol's Avatar

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    Default Re: Expended Lizardfolk

    Sorry, Dryad, but I borrowed your stat block for this.

    Treeborn Lizardfolk

    The Treeborn Lizards are a race of lizardfolk native to the jungles and tropical forests throughout the world. Nomadic and distrustful of outsiders, the Treeborn Lizardfolk make their dwellings deep within the jungles, outside of the influence of other races, and tend to build their simple shelters among the upper branches of trees, or within the trunks themselves. While the Treeborn Lizardfolk are attuned to their environment and tend to stay within the forested areas, some do occasionally become struck with wanderlust, and set off for greener pastures or simply to experience the world.

    Size: Medium.
    Ability: DEX +4, WIS -2, CHA -2
    Treeborn Lizards are agile, but simple and blunt.
    Speed: movement 30, climb 50, swim 30
    Treeborn Lizardfolk are incredible climbers, preferring to take to higher ground, where they are at an advantage. In addition to a climb speed of 50, the Treeborn always treat Climb as a class skill, even if they take ranks in a class that does not treat Climb as a class skill; additionally, they can take 10 on a Climb check, even when threatened. This bonus is lost if the Treeborn is wearing medium or heavy armor, or is wearing a shield.
    Amphibious
    Vulnerability: Fire
    Chameleon Skin
    Treeborn Lizardfolk can change the colour of their skin at will, granting them a +4 bonus to stealth checks.
    Darkvision 60 ft.

    Favored class: Druid.
    Allignment: Due to their tenure with nature and their distaste for outside influences, the Treeborn Lizardfolk tend toward neutrality, opting to let things be as they are. Treeborn can lean toward either good or evil, but tend toward chaos over law.
    Last edited by Lonely Tylenol; 2011-05-08 at 10:47 PM.

  20. - Top - End - #20
    Troll in the Playground
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    Default Re: Expanded Lizardfolk

    Nice, but they should have a -2 to int like every outer lizardfolk.
    Avatar by me auld friend and DM CoffeeIncluded
    Shqipper supreme. Purple Watchmaker of Light. Master class Thinkamancer. Infected with Rash Plague. 21st century's Charlmagne.
    Erudite Dudebro. King in Yellow. Level 20 Omnistalt everything. Prince of Void. 'The Fox'. Perched upon the very crucifex of Oblivion.
    Anxioused Aghast. Multipurpose Master at arms. Not a Vampire. Disaster Master: Shademaster. 10/10 on Auto. Punchbeef. Here comes a beautiful boy.

  21. - Top - End - #21
    Orc in the Playground
     
    DruidGirl

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    Default Re: Expanded Lizardfolk

    Why would that be?
    'All lizardfolk' have a natural armour bonus due to their scales, but most lizards are quite frail when compared to, say, mammals. Some lizards benefit greatly from the scales in terms of physical defence, but most.. Do not.
    'All humanoids are intelligent,' yet orcs receive a -2 penalty to intelligence.

    What I'm trying to say is: You can't expect to create a new species that conforms to 'all {species},' simply because you wouldn't be creating any new ones at all.

    For example, my skink build does not have an intelligence penalty. Yes; their civilization is, in many ways, retarded. But skinks are quick-witted, and rely on their intellect for survival. I won't make them extra-smart, though I gave them a wisdom bonus to reflect their ability for insight in the world around them, and their extensive religious systems, but intelligence is not exactly something they should be default lack.
    It would be like saying Mayans are less intelligent than Spaniards, because the Spanish had much better technology. It is an unfair comparison, and doesn't rely on intelligence, but development. Intelligence only grants the potential for mechanical development; it doesn't grant the development itself.
    Last edited by Dryad; 2011-05-11 at 08:04 AM.

  22. - Top - End - #22
    Ettin in the Playground
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    Default Re: Expanded Lizardfolk

    Also, Poison Dusk Lizardfolk (one of the official ones in MMIII) don't have an Int penalty, so not every lizardfolk has an Int penalty.
    Last edited by Volthawk; 2011-05-11 at 08:07 AM.

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