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Thread: Custom Lizardfolk/Argonian
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2022-09-02, 05:37 PM (ISO 8601)
- Join Date
- Apr 2018
Custom Lizardfolk/Argonian
I would appreciate y'all's thoughts on this, especially what the LA/CR modifiers should be.
Size: Medium
Type(Subtype): Humanoid(Reptilian)
Automatic Languages: Racial/Regional language
Bonus Languages: Any adjacent Regional language, Sylvan, Common, Draconic
Skill Bonuses: Swim+3, Balance+3, Climb+3, Tumble-1, Listen-1.
Saves: +4 bonus on Fortitude saves vs disease
Other:+1 Natural Armor per 3 HD (racial or class)
Semi-Aquatic(Ex): If total carried items weigh less than 5lbs, can tread water indefinitely. I.e. they need not make a check to avoid non-lethal damage from prolonged "swimming" if they haven't moved, and can intersperse such non-movement periods with regular swimming as a form of rest. Can also sleep in this manner.
Watchful Rest(Ex): A [race name] can make Spot and Listen checks while asleep, though at a -5 penalty (this replaces the usual -10 penalty to Listen checks made while asleep).
Natural Weapons(Ex): The [race name] can deal lethal damage when making an unarmed strike without taking the usual -4 penalty on attack rolls. Attacking with it's claws deals slashing damage; Bites deal Bludgeoning, Piercing, and Slashing damage; tail slaps and other strikes deal Bludgeoning damage. These are not Natural Weapons in the traditional sense; instead it's sorta like half the Improved Unarmed Strike feat (you still aren't considered Armed).
Ectotherm(Ex): Requires 1/5 as much food & water as normal for a creature of its size, and can go twice as long as normal without food or water before taking non-lethal damage. A [race name] takes half as long to begin suffering from the effects of environmental heat & cold dangers, and must make Fortitude saves at a -4 penalty twice as often. Additionally, any time a [race name] takes lethal Fire or Cold damage, they take an additional 25% of that damage as non-lethal damage (non-recursive for lethal environmental damage).
Histkin(Ex): In Marsh Terrain (or any other environment with similarly organic-material rich bodies of water), a [race name] can recover hit points and ability damage via rest at twice the normal rate by mostly submerging themselves in water (see Semi-Aquatic).
Optional Additions to Hiskin: Progressively gain plant-like qualities as HD increases, as follows:
HD Plant Trait Gained 5 Low-Light Vision 8 +4 on Saves against Poison, +1 per additional 3HD 11 +5 on Saves against Sleep & Stun effects, +1/3HD>11.
No longer need sleep to rest14 25% Fortification
+6 on saves against Paralysis, +1/3HD>1417 50% Fortification
+7 on saves against Polymorph effects, +1/3HD>1720 75% Fortification
+8 on saves against Mind-Affecting spells and abilities, +1/3HD>20
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2022-09-24, 08:26 AM (ISO 8601)
- Join Date
- Jul 2020
Re: Custom Lizardfolk/Argonian
A LIZARD that's gradually growing up to be a PLANTY? How did I miss this?
An actual statblock would be really useful. How many RHD do these start with? What are their ability modifiers and good saves?
Semi-Aquatic(Ex): If total carried items weigh less than 5lbs, can tread water indefinitely. I.e. they need not make a check to avoid non-lethal damage from prolonged "swimming" if they haven't moved, and can intersperse such non-movement periods with regular swimming as a form of rest. Can also sleep in this manner.
Watchful Rest(Ex): A [race name] can make Spot and Listen checks while asleep, though at a -5 penalty (this replaces the usual -10 penalty to Listen checks made while asleep).
Natural Weapons(Ex): The [race name] can deal lethal damage when making an unarmed strike without taking the usual -4 penalty on attack rolls. Attacking with it's claws deals slashing damage; Bites deal Bludgeoning, Piercing, and Slashing damage; tail slaps and other strikes deal Bludgeoning damage. These are not Natural Weapons in the traditional sense; instead it's sorta like half the Improved Unarmed Strike feat (you still aren't considered Armed).
Ectotherm(Ex): Requires 1/5 as much food & water as normal for a creature of its size, and can go twice as long as normal without food or water before taking non-lethal damage. A [race name] takes half as long to begin suffering from the effects of environmental heat & cold dangers, and must make Fortitude saves at a -4 penalty twice as often. Additionally, any time a [race name] takes lethal Fire or Cold damage, they take an additional 25% of that damage as non-lethal damage (non-recursive for lethal environmental damage).
Histkin(Ex): In Marsh Terrain (or any other environment with similarly organic-material rich bodies of water), a [race name] can recover hit points and ability damage via rest at twice the normal rate by mostly submerging themselves in water (see Semi-Aquatic).
Optional Additions to Hiskin: Progressively gain plant-like qualities as HD increases, as follows:
HD Plant Trait Gained 5 Low-Light Vision 8 +4 on Saves against Poison, +1 per additional 3HD 11 +5 on Saves against Sleep & Stun effects, +1/3HD>11.
No longer need sleep to rest14 25% Fortification
+6 on saves against Paralysis, +1/3HD>1417 50% Fortification
+7 on saves against Polymorph effects, +1/3HD>1720 75% Fortification
+8 on saves against Mind-Affecting spells and abilities, +1/3HD>20