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:
Lizardman Racial Abilities
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:
[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:
[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:
[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:
[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:
The thread is now officially open for suggestions.
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
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.
- 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
[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.
- 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.
- 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
- 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.
- 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
- 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: