Chromatic Lizardfolk Subraces (updated: 06/19)

Sir Brennen

Legend
In my campaign, there are five separate subraces of lizardfolk, all distantly related to the chromatic dragons. The purpose of this thread is to make each subrace LA +0, suitable for a PC, with the option to take racial levels.

For a baseline, here’s the “Lizardfolk as Character” as presented in the SRD:
  • +2 Strength, +2 Constitution, –2 Intelligence.
  • Medium size.
  • A lizardfolk’s base land speed is 30 feet.
  • Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
  • Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A lizardfolk’s humanoid levels give it one feat.
  • Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Special Qualities: Hold breath.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Druid.
  • Level adjustment +1
And here’s my version of the standard lizardfolk presented as a LA +0 race with racial levels:

Lizardman Racial Abilities
  • +2 Constitution, -2 Intelligence
  • Medium
  • Base land speed is 30 feet.
  • +2 natural armor bonus to its Armor Class.
  • +4 racial bonus on Balance checks and Jump checks.
  • Automatic languages: Common and Draconic.
Lizardman Racial Class
  • Hit Die: d8
  • Class Skills: Balance (Dex), Jump (Str), Survival (Wis), Swim (Str)
  • Skill Points at 1st Level: (2 + Int modifier) x 4
  • Skill Points at each Level above first: 2 + Int modifier
  • Natural Weapons: 2 claws (1d4) and a bite (1d4)
  • Hold Breath: Able to hold breath for number of rounds equal to 4 x CON before risking drowning.
  • Swim: With tail, gain +4 Swim bonus
Code:
Lvl  BAB  Fort Ref  Will  Special
1    +0   +0   +2    +0   Natural Weapons, +1 Natural Armor
2    +1   +0   +3    +0   Hold Breath, +4 Swim, +1 Natural Armor
3    +2   +1   +3    +1   +2 Str, +1 Natural Armor
Changes being made to the above include only giving a total of +4 Natural Armor (+3 for the small-sized races) so other racial abilities can be added, and having different attribute mods and skill lists. With input from messageboards around the web, here’s what I’ve come up with so far:

[size=+1]Dune Swifts (Blue Lizardfolk)[/size]

Dwelling in the sandy wastes of the Jari desert, dune swifts have learned to become survivalists. Though their blue scaled bodies, speckled with black and yellow stripes, do little to hide them in the desert, these lizardfolk are capable of outlasting almost any prey they track across the dunes. Creatures wounded by their venomous bite or coated weapons tend to succumb to the heat very quickly. Nomadic in nature, dune swifts will occasionally setup trading posts near other settlements to barter with the valuable or unusual items they have discovered in their journeys through the deep desert.

The dune swift lizardfolk have the following racial traits:
  • Ability Score Adjustments: +2 Dexterity, -2 Intelligence
  • Size: Medium
  • Speed: Base land speed is 30 feet.
  • Natural Armor: A dune swift’s scaly skin provides it with a +2 natural armor bonus to its Armor Class.
  • Tail: A dune swift's tail gives it exceptional balance, granting a +4 racial bonus on all Balance and Jump checks.
  • Heat Endurance: Dune swifts' receive a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
  • Desert Stride: The long, splayed toes of a dune swift allow them to ignore penalties for difficult terrain when the condition is due to sand. Also, they may use their full overland movement rate when travelling through desert environments.
  • Awkward Build: Due to their tails and bumpy, scaly bodies, dune swifts must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)
  • Languages: Common and Draconic. Bonus languages: Gnoll, Orcish and Igan.
Dune Swift Racial Class
  • Hit Die: d8
  • Skill points at 1st Character level: (2 + Int bonus) x 4
  • Skill points at higher levels: 2 + Int bonus
  • Class Skills: Balance (Dex), Jump (Str), Survival (Wis)
  • Weapon and Armor Proficiency: Dune swifts are proficient with all simple weapons and shields.
Code:
Lvl  BAB  Fort   Ref  Will   Special
1	+0	+0	+2	+0	Natural Weapons, +1 Natural Armor, Save Bonus
2	+1	+0	+3	+0	Sprint, Electricity Resistance 2
3	+2	+1	+3	+1	+1 Natural Armor, Poison
4	+3	+1	+4	+1	+2 Con, Electricity Resistance 5
  • Natural Weapons: A 1st level dune swift can attack with its natural weapons, 2 claws (1d4) and a bite (1d4) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.
  • Save Bonus: Accustomed to identifying desert mirages, dune swifts receive a +2 racial bonus on saves against spells and abilities of the illusion school of magic.
  • Sprint: Once per day, a dune swift may tap into his adrenaline for a boost in speed, adding a +20 bonus to his base movement and gaining a +2 bonus to Dexterity. This condition lasts a number of rounds equal to 3 + Con Bonus. At the end of the sprint, the dune swift becomes fatigued for the duration of the current encounter.
  • Electricity Resistance: Dune swifts develop a resistance to electricity at 2nd level which increases again at 4th.
  • Poison: At third level, dune swifts may deliver poison along with their bite attack damage, if they choose. The poison causes 1d3/1d3 Constitution damage on a failed save, which has a DC of 10 + 1/2 Racial Hit Dice + Con bonus of the lizardfolk. As a standard action, a dune swift may envenom a piercing or slashing weapon with his spittle. The poison remains potent on the weapon for 10 rounds, and the lizardfolk are able to handle their own venom without risk. The dune swift can produce 3 + Con bonus doses of poison a day.
  • Ability Score Increase: At 4th level, a dune swift increases its Constitution score by 2 points. This is a permanent ability improvement.
----------------------------------------------------------------------
[size=+1]Marsh Shadows (Black Lizardfolk)[/size]

Preferring the bogs and fens scattered across the continent, these black-scaled lizardfolk are well adapted to their semi-aquatic life. Marsh shadows are sometimes surprisingly strong for their wiry frames. Their long faces are very crocodilian in appearance. Like their animal cousins, marsh shadows often hunt by lieing half-submerged in the dark, reedy water of their homes, hoping to ambush any creature which wanders too close.

The marsh shadow lizardfolk have the following racial traits:
  • Ability Score Adjustments: +2 Constitution, -2 Intelligence
  • Size: Medium
  • Speed: Base land speed is 30 feet.
  • Natural Armor: A marsh shadow's scaly skin provides it with a +2 natural armor bonus to its Armor Class.
  • Tail: A marsh shadow's long, thin tail gives it exceptional balance and helps propel it through the water, and a marsh shadow character gains a +4 racial bonus on all Balance and Swim checks.
  • Camouflage: Marsh shadows' rough scale pattern and dark coloring give them a +2 to Hide checks in swampy environments.
  • Awkward Build: Due to their tails and bumpy, scaly bodies, marsh shadows must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)
  • Languages: Common and Draconic. Bonus languages: Aquan, Gnoll and Sylvan.
Marsh Shadow Racial Class
  • Hit Die: d8
  • Skill points at 1st Character level: (2 + Int bonus) x 4
  • Skill points at higher levels: 2 + Int bonus
  • Class Skills: Balance (Dex), Hide (Dex), Jump (Str), Survival (Wis), and Swim (Str)
  • Weapon and Armor Proficiency: Lizardfolk are proficient with all simple weapons and shields.
Code:
Lvl  BAB  Fort   Ref  Will   Special
1	+0	+0	+2	+0	Natural Weapons, +1 Natural Armor, Acid Resistance 2
2	+1	+0	+3	+0	Hold Breath, Save Bonus
3	+2	+1	+3	+1	Acid, +1 Natural Armor
4	+3	+1	+4	+1	+2 Str, Acid Resistance 5
  • Natural Weapons: A 1st level marsh shadow can attack with its natural weapons, 2 claws (1d4) and a bite (1d4) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.
  • Acid Resistance: Whether as a result of their distant draconic heritage or simply a means of coping with the species' own corrosive saliva, marsh shadows develop a resistance to acid which increases at 4th level.
  • Hold Breath (Ex): At 2nd level, a marsh shadow gains the ability to hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Save Bonus: Due to the numerous toxic creatures and conditions marsh shadows encounter in their homes, they develop a resistance in the form of a +2 on saving throws against poison.
  • Acid: At 3rd level, a marsh shadow ravenous stomach produces so much acid that its bite even becomes caustic, doing an additional 1d4 acid damage. In addition, as a standard action, these lizardfolk can spray this acid to a range of ten feet. If the target fails a Ref save, he takes 1d4 damage and receives a -2 to Attack, Spot and Search checks as the burning liquid impairs his vision. The DC of the save is 10 + 1/2 Racial Hit Dice + Con bonus of the lizardfolk.
  • Ability Score Increase: At 4th level, a marsh shadow increases its Strength score by 2 points. This is a permanent ability improvement.
----------------------------------------------------------------------
[size=+1]Emerald Thorns (Green Lizardfolk)[/size]

Typically dwelling in the dense jungles in the south and western portions of Alabar, these smooth green-scaled lizardfolk tend to be somewhat reclusive. With gripping pads on their hands and feet, as well as a flexible tail, they scale the trees in their homelands with ease, their varied green coloring hiding them in the foliage. Older emerald thorns also develop a color-changing ability and even poisonous skin to futher thwart enemies. Their large round eyes give them excellent vision for hunting among the branches at night.

The emerald thorn lizardfolk have the following racial traits:
  • Ability Score Adjustments: +2 Dexterity, -2 Strength
  • Size: Small
  • Speed: Base land speed is 20 feet, Climb 10.
  • Natural Armor: An emerald thorn's scaly skin provides it with a +1 natural armor bonus to its Armor Class.
  • Tail: An emerald thorn's tail gives it exceptional balance, and a these lizardfolk gain a +4 racial bonus on all Balance and Jump checks.
  • Camouflage: Emerald thorns coloring, varying from bright green to mottled brown, provide them with a +2 to Hide checks in forest and jungle environments.
  • Lowlight Vision: An emerald thorn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Awkward Build: Due to their tails and posture, emerald thorns must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)
  • Languages: Common and Draconic. Bonus languages: Terran, Elven and Sylvan.
  • Favored Class: Emerald Spine, Rogue
Emerald Thorn Racial Class
  • Hit Die: d8
  • Skill points at 1st Character level: (2 + Int bonus) x 4
  • Skill points at higher levels: 2 + Int bonus
  • Class Skills: Balance (Dex), Hide (Dex), Move Silently (Dex), Jump (Str), Survival (Wis), and Climb (Str)
  • Weapon and Armor Proficiency: Lizardfolk are proficient with all simple weapons and shields, as well as short bows.
Code:
Lvl BAB Fort Ref Will  Special  
 1  +0   +0  +2  +0    Natural Weapons, Chameleon +2  
 2  +1   +0  +3  +0    +1 Natural Armor, Spot +2  
 3  +2   +1  +3  +1    Poison, Chameleon +4 
 4  +3   +1  +4  +1    +1 Natural Armor, Prehensile Tail
  • Natural Weapons: A 1st level emerald thorn can attack with its natural weapons, 2 claws (1d3) and a bite (1d3) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.
  • Chameleon Skin: At 1st level, an emerald thorn is able to alter his skin color to better match surroundings, gaining a +2 bonus on Hide checks. This improves to +4 at 3rd level. This bonus stacks with the emerald thorn's Camouflage ability. In addition, by taking a -10 on the check, an emerald thorn may hide without any cover or concealment, as long as three is a surface to blend in with. This ability is only effective against creatures more than 10' away. An emerald thorn may still not attempt to hide while being observed.
  • Poison: At third level, emerald thorns begin producing a toxin in their skin as a natural defense. Any creature inflicting damage with a natural weapon on these lizardfolk must make a save or take 1d4/1d4 Dexterity damage. The DC of the save is 10 + 1/2 Racial Hit Dice + Con bonus of the lizardfolk. As a standard action, an emerald thorn may envenom a piercing or slashing weapon by cutting his skin, taking 1/2 of the weapon's unmodified base damage in the process. The poison remains potent for 10 rounds, and the lizardfolk are able to handle their own venom without risk.
  • Prehensile Tail: At fourth level, an emerald thorn is able to use his tail to grasp objects. In addition to the aid it already gives in climbing, this enables the lizardfolk to pickup an item without provoking an attack of opportunity, and gives a +2 on Grapple checks. They may also hang from precarious positions by their tail, allowing them to have both hands free. They still must use at least one hand when climbing.
-----------------------------------------------
[size=+1]Emberscales (Red Lizardfolk)[/size]

Named for the reticulated black spots on their bright red skins, which gives it the appearance of glowing cinders, ember scales inhabit many of the high hills and mountain sides of Tian, volcanic regions in particular. Their spike-like claws and muscular builds let them scale cliffsides more easily, and they often lair in locations difficult for other creatures to access, or hunt prey also adept at climbing. Even for lizardfolk, their methods for determining and enforcing leadership amongst themselves are unusually brutal and merciless.

The ember scale lizardfolk have the following racial traits:
  • Ability Score Adjustments: +2 Constitution, -2 Intelligence
  • Size: Medium
  • Speed: Base land speed is 30 feet.
  • Natural Armor: An ember scale’s rough skin provides it with a +2 natural armor bonus to its Armor Class.
  • Tail: An ember scale’s tail gives it exceptional balance, granting a +4 racial bonus on all Balance and Jump checks.
  • Spike Claws: Their hardened claws and strong grip give an emberscale a +2 racial bonus on Climb checks.
  • Awkward Build: Due to their tails and bumpy, scaly bodies, marsh shadows must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)
  • Languages: Common and Draconic. Bonus languages: Dwarvish, Gnoll and Terran.
Emberscale Racial Class
  • Hit Die: d8
  • Skill points at 1st Character level: (2 + Int bonus) x 4
  • Skill points at higher levels: 2 + Int bonus
  • Class Skills: Balance (Dex), Climb (Str), Jump (Str) and Survival (Wis)
  • Weapon and Armor Proficiency: Stonescales are proficient with all simple weapons and shields.
  • Favored Class: Ember Scale, Fighter
Code:
Lvl  	BAB  Fort   Ref  Will   Special
1	+0	+2	+0	+0	Natural Weapons, +1 Natural Armor
2	+1	+3	+0	+0	Bonus Feat, Fire Resistance 2
3	+2	+3	+1	+1	+2 Str, +1 Natural Armor
4	+3	+4	+1	+1	Bonus Feat, Fire Resistance 5
5	+3	+4	+1	+1	Powerful Build
  • Natural Weapons: A 1st level emberscale can attack with its natural weapons, 2 claws (1d4) and a bite (1d4) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.
  • Bonus Feat: At 2nd and 4th levels, an emberscale may select a bonus feat from the following list: (TBD)
  • Fire Resistance: Emberscales develop a resistance to fire at 2nd level which increases again at 4th.
  • Ability Score Increase: At 3rd level, an emberscale increases its Strength score by 2 points. This is a permanent ability improvement.
  • Powerful Build: The physical stature of emberscales lets them function in many ways as if they were one size category larger. Whenever a emberscale is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the lizardman is treated as one size larger if doing so is advantageous to him. An emberscale is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. An emberscale can use weapons designed for a creature one size larger without penalty. His natural weapons increase their damage to 1d6. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
----------------------------------------------------------------------
[size=+1]Frost Fangs (White Lizardfolk)[/size]

These small, hardy lizardfolk inhabit the upper platue of the Azure Ice Wall, from the shores of the eastern sea to deep within the interior. Mostly a glistening white with pale blue underbellies, frost fangs have iguana-like heads, sporting long crests and dewlaps, as well as leathery fringes from the backs of their arms and along their tails. Though somewhat lethargic, they are resourceful survivalists, having learned to exploit a number of niches to acquire food, whether it be in the sea, ice cliffs or tundra. Though the ice always remains, it is always changing, and frost fangs tend to be a nomadic lot.

The frost fang lizardfolk have the following racial traits:
  • Ability Score Adjustments: +2 Constitution, -2 Dexterity
  • Size: Small
  • Speed: Base land speed is 20 feet, Climb 10.
  • Natural Armor: A frost fang's scaly skin provides it with a +1 natural armor bonus to its Armor Class.
  • Tail: A frost fang's tail gives it exceptional balance, and a these lizardfolk gain a +4 racial bonus on all Balance and Jump checks.
  • Camouflage: Frost fangs coloring provides them with a +2 to Hide checks in snowy or icy environments.
  • Lowlight Vision: A frost fang can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Artic Stride: When moving over snow or ice covered surfaces, whether natural or magical, a frost fang may ignore any movement penalties for difficult terrain. They also do not suffer any Climb check penalties for slippery surfaces if the condition is due to ice.
  • Awkward Build: Due to their tails and posture, frost fangs must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)
  • Languages: Common and Draconic. Bonus languages: TBD.
  • Favored Class: Frost Fang, Ranger
Frost Fang Racial Class
  • Hit Die: d8
  • Skill points at 1st Character level: (2 + Int bonus) x 4
  • Skill points at higher levels: 2 + Int bonus
  • Class Skills: Balance (Dex), Climb (Str), Jump (Str), Swim (Str), Survival (Wis)
  • Weapon and Armor Proficiency: Lizardfolk are proficient with all simple weapons and shields.
Code:
Level BAB  Fort  Ref  Will   Special  
  1   +0    +0   +2    +0    Natural Weapons, +1 Natural Armor, Swim +4  
  2   +1    +0   +3    +0    Cold Resistance 5  
  3   +2    +1   +3    +1    +1 Natural Armor, Hold Breath  
  4   +3    +1   +4    +1    Glide
  • Natural Weapons: A 1st level frost fang can attack with its natural weapons, 2 claws (1d3) and a bite (1d3). The lizardfolk also qualifies for the multi-attack feat.
  • Skill Bonus: In addition to their ease of movement across the snowy plains or icy cliffs of their homeland, frost fangs learn to endure the chilly waters there as well. At 1st level, they receive a +4 on Swim checks.
  • Cold Resistance: As a result of near constant exposure to the bitter freeze of the lands along the Azure Ice Wall, frost fangs often develop a strong resistance to the cold, beginning at 2nd level and increasing at 4th.
  • Hold Breath (Ex): At 3rd level, a frost fang gains the ability to hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Glide (Ex): At 4th level, frost fangs become true masters of their environment. In addition to being able to walk, climb and swim with ease in the artic regions, they gain the ability to surprise prey from above or leap off cliffs to escape predators. The long, scaly fringes growing from their arms and tails grow together enough to let them glide short distances, moving forward 10 feet for every five feet they fall. While gliding a frost fang's movement is 40 feet. They are considered Clumsy fliers for purposes of turning and minimum speed, and may not ascend under their own power, or dive with any degree of control. Attempting to do either will cause a frost fang to lose control of the glide and enter freefall. If a frost fang does falls from a height of 20 feet or more, he may make a Dex check vs DC 10 to begin gliding instead of falling, beginning at the halfway point of the fall. Even if the Dex check is failed, a frost fang capable of gliding always takes damage as if a fall were 20 feet shorter than it actually is.
------------------------------------------

The thread is now officially open for suggestions.
 
Last edited:

log in or register to remove this ad

I like this Lizardfolk subrace idea. To each of the sub-race, I would give a save bonus or resistance against the approriate dragon's breath's element:

Blue: Electricity (+2 save bonus, or DR2 resistance).
Black: Poison (+2 save bonus, or DR2 resistance).
Green: Acid (+2 save bonus, or DR2 resistance).
Red: Fire (+2 save bonus, or DR2 resistance).
White: Cold (+2 save bonus, or DR2 resistance).

Other than that, I think the base lizardman race needs something more. Maybe this could be the +2 save bonus (or resistance), that augments with racial levels.
 

Whoa. that is a cool idea... I really like it. Kinda reminds me of the draconians from Dragonlance, but I think the chromatic lizardfolk really has a ring to it.

as for the racial monster progression... I think you've put a lot of work on your plate. But, your sample progression looks fine, and I could see it applying to all of the others.

One thing bothers me about the white lizardfolk - cold-dwelling reptiles is something that just plain bothers me. Were I to do it, I'd make the white lizardfolk very sluggish creatures, prone to natural laziness with a slower metabolism (a lot like, say, newts). However, they are capable of very fast movements in short periods.

The blue lizardfolk is neat, although heat endurance and a survival bonus wouldn't really factor into play too often. I think electrical resistance 5 as the LA +0 option would be nice, as well... and you could improve that (as well as the creature's CON) with racial class levels.

The poison bite for the black should be dexterity damage - something that numbs the limbs and the like. of the three types of poison damage that would work (STR, DEX, and CON), Strength really weakens a creature, whereas Con has the capability of killing it.... Dex is probably the best bet for a LA +0 race. as a "coolness factor", maybe you give them large throats (like a bullfrog) that allow them to communicate with other lizardfolk villages a few miles away. I could really see these guys croaking out "swamp songs" or something.

The green lizardfolk remind me of Skinks, from Warhammer. I'd base them more off geckos, or something. And, I'd give them a climb speed, as opposed to a climb bonus - it's a lot easier to adjucate, and it's definately a lot more FUN for a player (especially if he's stuck playing a small-size character). These guys could also have poisonous skin (like tree frogs), that they could apply to their weapons. Dunno about any racial class bonuses you could give them... maybe improve their chameleon ability to give them minor concealment benefits? Glider-like wings that allow them to fly from tree to tree could be interesting, too.

The red is also a cool concept. the powerful build ability by itself is probably enough for these guys as an LA +0 race... Goliaths, from races of stone, receive powerful build, a few stat bonuses, and little else, and they are LA +1. If you want to give these guys as strength bonus and keep them at LA +0, I'd suggest you throw in a cold vulnerability, or something that says "when they are in cold climates or exposed to a spell that inflicts cold damage, they act as if slowed" or something like that. Your racial class could improve upon the stat bonuses... and maybe give these guys a bite attack.

In any case, keep up with the natural armour adjustments... I'd throw in a bit about how they need to have armour specially-made, costing double the price. In addition, they shouldn't be allowed to wear heavy armour without suffering some penalty... something about a lizardfolk in platemail that just seems WRONG. If you want to give Natural armour to an LA +0 race, there needs to be something in there to limit the race's armour use.
 

I really like this idea, especially with the advent of the new Dragon Shaman class, and the coolness factor of all these little factions of warring lizardfolk running around.

I'll get back to this subject in the next few days, as I have to go to work right now :(
 

Wik said:
One thing bothers me about the white lizardfolk - cold-dwelling reptiles is something that just plain bothers me. Were I to do it, I'd make the white lizardfolk very sluggish creatures, prone to natural laziness with a slower metabolism (a lot like, say, newts). However, they are capable of very fast movements in short periods.
Yeah, I've seen special qualities of for reptilian creatures try and model this, with either a penalty to Dex or just an overall penalty to attacks and saves, when the temperature gets below 40. But, there's no reason lizardfolk can't be endothermic, more like dinosaurs (or dragons) than lizards. However, it might be interesting to give them a -2 Dex, +2 Con as their stat adjustment to reflect a somewhat slower but hardier metabolism adapted for the cold. Someone else suggested giving them the ability to ignore the effects of icy surfaces for walking or climbing.

The blue lizardfolk is neat, although heat endurance and a survival bonus wouldn't really factor into play too often. I think electrical resistance 5 as the LA +0 option would be nice, as well...
Good point about the infrequent use of the heat endurance and survival bonus (though the latter depends on any regular class levels - it would be a boon to a ranger, for instance.) I think I like Turanil's suggestion of giving each race a save bonus against their "parent" dragon's breath weapon element for LA +0, and then possibly giving points of actual resistance for the racial levels.

The poison bite for the black should be dexterity damage - something that numbs the limbs and the like.
I really do want to use poison for at least one of these guys, but my question to everyone is, how would you make this a balanced ability for a player character race so that it's not too powerful at lower levels and worthless at higher one? My thoughts so far are making it 1d3/1d3 Dex damage, DC 10 + 1/2 HD (not just racial HD) + Con mod. This is usually applied via a bite (as a secondary attack). As a standard action, they can envenom a weapon with their spittle (or skin toxins). The venom remains potent for 10 rounds, and the lizardman has no risk of poisoning himself. The ability to produce poison would be a racial class benefit.

Too much? Too little? I was thinking of possibly limiting the poison glands to producing only 3 + Con Bonus doses per day.

maybe you give them large throats (like a bullfrog) [...] These guys could also have poisonous skin (like tree frogs)
Are you helping me design subraces for lizardfolk or bullywogs? :D

The green lizardfolk remind me of Skinks, from Warhammer. I'd base them more off geckos, or something. And, I'd give them a climb speed, as opposed to a climb bonus [...] These guys could also have poisonous skin (like tree frogs), that they could apply to their weapons [...] maybe improve their chameleon ability to give them minor concealment benefits
Good suggestion for the Climb speed - would probably make it part of the LA +0 package. The toxic skin could be interesting - would a creature that lands a bite attack on them have to make a save? Hmmm. And what kind of "minor concealment benefits" do you mean for the chameleon ability? I'm already thinking +4 hide bonus, and maybe bumping to +8 at a higher racial level.

The red is also a cool concept. the powerful build ability by itself is probably enough for these guys as an LA +0 race... Your racial class could improve upon the stat bonuses... and maybe give these guys a bite attack.
The Powerful Build would probably come at like level 4 (or even 5?) of the racial class, not up front. A bite attack is already part of the "Natural Weapons" class feature - 2 claws (1d4) and 1 bite (1d4). Note that with powerful build, the damage dice for the natural attacks goes up, too. The bite is at -5, but I was thinking Multi-attack might be a good bonus feat for the racial levels, or maybe even throwing in a tail attack. Hmmm. Maybe a short list of bonus feats they could pick at one level. I also pictured the red lizardfolk using for a martial weapon a spiked metal ring which fits over the tail.

In any case, keep up with the natural armour adjustments... I'd throw in a bit about how they need to have armour specially-made, costing double the price.
Another good thought, what with the tail and fins and other spiky, scaly lizard things poking out.

Another ability I've thought about, modeling on real-world lizards, is a blood or acid spray attack. This would be an at-will ranged touch attack (no AoO, max range 10 ft.), with the equivalant effect of the target being dazzled (-1 attack, and to Search and Spot rolls.) Or, make it a Ref save and increase the penalty to -2. Either one would last 1 + Con mod rounds.
 

I've updated the first post with a few more ideas for LA +0 mods as well as more potential class abilities. Eventually, I hope to post full-blown racial classes there.

Until then, keep the ideas coming :D
 

'Kay... added the first full-blown sub race with base traits and class levels to the original post: the black lizardfolk know as Marsh Shadows.
 

Wow

now that's quite a bit of development you have at hand, especially if you plan on making the Racial Classes of them all different from each other (no, wait, those would be Racial Paragon classes).

On the already presented class: I'd add a bonus to swim there, somewhere, maybe a +2 at lvl 1 and a (cumulative) +4 at level 4

Energy resistance: give them 5 and then 10.
When it concerns only one type of energy (excepting fire...) I don't consider it too much of a poweful class feature.

“Lizardman” feats?
I'm not sure to understand the question :o

The white lizards:
Faster healing => class feature
Hide Bonus => racial traits
 
Last edited:

Land Outcast said:
now that's quite a bit of development you have at hand, especially if you plan on making the Racial Classes of them all different from each other (no, wait, those would be Racial Paragon classes)
Racial Paragon class is what it's called in Unearthed Arcana, but I prefer the more general term Racial Class used in Savage Species and Monte Cook's Arcana Evolved. But it's basically the same concept.

On the already presented class: I'd add a bonus to swim there, somewhere, maybe a +2 at lvl 1 and a (cumulative) +4 at level 4
Already there. Check the "Tail" racial trait for the Marsh Shadow lizardfolk.

Energy resistance: give them 5 and then 10.
When it concerns only one type of energy (excepting fire...) I don't consider it too much of a poweful class feature.
Hmmm... have to think about that.

“Lizardman” feats?
I'm not sure to understand the question :o
Sorry. That's almost a note to myself. For the reds, I'm thinking of giving them a list of maybe half a dozen feats specifically geared toward combat-oriented lizardfolk that they can pick one of at a particular level. Like Tail Slap, Improved Natural Armor, Warcrest (a head fin they can gore/charge with). Just a general idea right now.

The white lizards:
Faster healing => class feature
Hide Bonus => racial traits
Well, as pointed out by Wik above, it would make sense for the whites to have a slower metabolism (reflected by a Dex penalty for their racial mods), so I'm not sure if Faster Healing would be appropriate for them. And the Hide bonus I'm probably going to give to all the subraces as a +2 when in their usual habitat. I already included it for the Marsh Shadows, for example. The Greens will probably have a better, more general bonus as part of a chameleon-like ability.
 

The the first step would be, before shaping them up with the class features chosen by you, determine the flavor of the different Racial Classes.
(My suggestions down there)

Blues: Nomads "survivor", bonus to saves, Dex Based, Little Armor
Green: Scouts "scoutish", high mobility, Hide Based, Little Armor
Red: Clanspeople "barbaric", Intimidate bonus, Natural weapons
Whites: Passive tibes "defensive", Bonus to Sense Motive, Free Toughness
 

Remove ads

Top