Lizardfolk

Lizardfolk live almost exclusively in swamps, though they can sometimes be found in jungles or other similar, usually very wet, terrains. They are very tribal in nature, with the biggest and the strongest usually leading the tribe (typically one of the rare blackscale lizardfolk). Seeing a lizardfolk outside of the swamp and away from his or her tribe is quite uncommon, but not so rare that common, civilized folk are unaware of their existence, even if they've never met one.

Lizardfolk are not an evil race, and can interact peacefully with other races, though they frequently do not. They almost exclusively worship The Fen Walker, Fekiril.

Lizardfolk, while not an especially intelligent or technologically advanced race, do speak a raspy common, though they prefer to speak the more natural draconic. They prefer draconic so much so over other languages, that when speaking with them, one gains a +2 advantage bonus to checks when interacting with them if one speaks with them in draconic.

While lizardfolk never truly study magic, most tribes have a least a few members capable of casting spells. These shamans are typically trained in the Nature Magic skill, and can be trained in any, though usually not all, of the associated focuses. Almost all will be trained in Survival Magic. A few rare lizardfolk shamans will also have knowledge of Planar Magic; these will always have a knowledge of Hydromancy and usually one or two of the other elemental magic focuses.

Lizardfolk come in three variations, all capable of mating with the others. There is the typical lizardfolk, which typically make up 90-95% of the tribe; the very rare and large blackscale lizardfolk, which typically make up less than 1% of the tribe; and the smaller, quicker poison-fang lizardfolk, which typically make up 5-10% of the tribe.

Racial Traits

Normal Lizardfolk

Medium Size

Speed 10 ft

+1 Constitution, -1 Intelligence

Trained in Athletics skill and Swim focus

Low-light Vision

See Through the Clouds: Lizardfolk spend a great deal of time in the water, and have developed the ability to see through the brackish water of their swampy homes. This ability also extends to fogs and mists, another common feature of their typical surroundings. This decreases the degree of concealment that creatures and objects have from the lizardfolk. For a creature with lesser concealment, the lizardfolk treats it as if it has no concealment; greater concealment becomes lesser concealment; and total concealment becomes greater concealment. GM discretion applies; this ability will not allow the lizardfolk to overcome all forms of concealment (an invisible creature is still invisible, this ability doesn't help the lizardfolk at all against invisibility).

Powerful Lungs: A lizardfolk can hold its breath for 50% longer than its Constitution would normally allow, and it only has to make Endurance checks every other round to continue holding its breath instead of every round.

Natural Weapons: A lizardfolk has natural weapons, both a bite and a claw attack. These do 1d4+Str modifier.

Natural Armor: A lizardfolk has natural armor, and gains DR equal to half its Fortitude status (rounded up). This DR will stack with that provided by normal armor.

Languages: Common, Draconic

Average Height: 5'9"-6'4"

Average Weight: 170-220 lbs.

Poison-Fang Lizardfolk (differences from normal lizardfolk)

Small Size

+1 Dexterity, -1 Willpower

A poison-fang lizardfolk doesn't gain a claw attack.

Poisonous Bite (replaces Powerful Lungs): The bite of a poison-fang lizardfolk is poisonous. The bite does 1d3 damage, and if the attack roll exceeds the target's Physical Defense, the target is poisoned. The poison of a poison-fang lizardfolk only affects a creature's stamina; it never affects a creature's health and therefore cannot kill. The status of the poison-fang lizardfolk's poison is the same as its Hardiness status. The amount of stamina damage and the duration are shown in the table below. Extracting the poison from the jaw of a poison-fang lizardfolk is very difficult, requiring a Journeyman Alchemist check. Average Height: 3'6"-4'0"

Average Weight: 60-100 lbs.

Blackscale Lizardfolk (differences from normal lizardfolk; not typically acceptable as a PC race; will typically be an advanced enemy) Many people believe that blackscale lizardfolk have an acid dragon in their ancestry.

Large Size

+1 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom

Reach: 10 feet

The claw and bite attacks of a blackscale lizardfolk do 1d6+Str modifier damage.

Natural Armor: The natural armor of a blackscale lizardfolk grants DR equal to twice its Fortitude status. This DR will stack with that provided by normal armor.

Acid resistance equal to 5 times its Endurance status, (5-40).

Tail Slap: A blackscale lizardfolk trained in Unarmed Combat can make attacks with its tail. The attack uses the Unarmed Combat focus and does 1d6+Str modifier damage. For only 3 AP, a blackscale lizardfolk can make an attack with its tail that does half damage. During a single round, a blackscale lizardfolk cannot attack the same creature with a melee weapon it is wielding and its tail. A blackscale lizardfolk can use its Tail Slap to make attacks of opening (including against creatures it attacked with a melee weapon), and does full damage when it does so, as opposed to the normal half damage.

Average Height: 6'10"-8'0"

Average Weight: 380-550 lbs.

Lizardfolk Culture

+1 Strength or Wisdom

Trained in the Awareness skill and either of the Perception or Tracking focuses

Trained in the Fortitude skill and the Endurance focus

Trained in the Martial Ability skill and the Unarmed Combat focus

Trained in the Nature Lore skill and one of the following focuses: Animal Knowledge, Plant Knowledge, Survival, or Weather Knowledge

Languages: Common, Draconic