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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Lizardfolk Racial Traits== All lizardfolk characters use these common features: * ''Abilities'': +2 to Strength, +2 to Constitution, +2 to Wisdom, -2 to Intelligence, -2 to Charisma. Lizardfolk are strong and tough, but mentally a bit slower than other sentient races and more introvert than others and have a hard time to deal with mammals, even though they have a remarkably deep understanding of the world and its ways. * ''Medium'': As Medium creatures, Lizardfolk have no special bonuses or penalties due to their size. * Lizardfolk base land speed is 30 feet. * ''Expert Swimmers'': Lizardfolk have a swim speed of 30 feet. As amphibious creatures with a swim speed, Lizardfolk gain a +8 bonus to all athletics checks related to swimming, keeping afloat and so on. They still need to come to the surface to breathe, though. * ''Hold Breath'': A Lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. * ''Natural Weapons'': Lizardfolk have a primary natural slam attack with their heavy tails that deal 1d4 points of crushing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing damage plus 1/2 Strength bonus. * ''Hard scales'': The scaly skin of the Lizardfolk grant them a natural armor of 3/- * ''Balancing Tails'': Lizardfolk can use their strong tails as a counterweight, granting them a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground and a +4 bonus to all Acrobatics checks to keep their balance. * ''Adaptive Coloring'': Like a chameleon, Lizardfolk can slowly adjust their skin’s color to their environment, granting them a +4 bonus to Stealth checks to hide in a natural environment. This bonus doubles in a jungle or swamp environment. This bonus is lost when the Lizardfolk wears clothing that covers most of their skin, including medium or heavy armor. * ''Nictating Membrane'': This second, polarizing eyelid of the lizardfolk grant them a +2 bonus to saving throws against all powers or effects that would lead to dazzled condition as well as all forms of gaze attacks. * ''Weapon Familiarity'': Lizardfolk characters may treat bolas, nets and tail spikes as martial instead of exotic weapons. * ''Favored Class'': Pathfinder and Man-at-arms. Lizardfolk who follow these two classes receive an additional skill point per level. * ''Level Adjustment'': +1 ==Further Advancement of Lizardfolk== {| border="1" !Level !Feature |- |4th |Strong Legs |- |8th |Tripping Tail Sweep |- |12th |Grab and Bite |- |16th |Ability Boost |- |20th |Cold-Blooded |- |} * ''Strong Legs (ex)'': The Lizardfolk legs are extremely strong, as a byproduct of their swimming skills. They can also use these leg muscles to make impressive jumps or sprints and therefore gain a +2 racial bonus to Athletics checks. They are also always treated as if they had a running start before they jump, independently from the moved distance. * ''Tripping Tail sweep (ex)'': At 9th level, a Lizardfolk character gains Improved Trip as a bonus feat for that he does not need to fulfill the prerequisites. Lizardfolk are treated as one size level larger when they use their natural tail attack to trip their opponents. * ''Grab and Bite (ex)'': When a Lizardfolk can successfully grapple and hold an opponent, they can use their strong teeth for devastating bite and rend attacks. Once they have successfully established a grapple, they automatically hit with their bite attack and deal an additional rending damage of 1d6 per turn as long as they can uphold the grapple. While grappling, they can still use their natural tail attack to attack other opponents while grappling. * ''Ability Bonus (ex)'': A Lizardfolk character gains a +2 bonus to either Dexterity or Constitution when reaching 16th level. * ''Cold-Blooded (ex)'': The mental processes of a lizardfolk work very different to those from mammals and a very experienced lizardfolk can use this ability to his favor: At 19th level, a lizardfolk character can concentrate hard enough to gain a +4 bonus to all saves against mind-affecting spells or powers.
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