Lizardfolk/pf: Difference between revisions

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==Alternate Racial Traits==
==Alternate Racial Traits==
* '''Cold-blooded Logic:''' Some lizardfolk develop a very logical way of thinking, usually at the expense of their interpersonal skills, they are often derided as "Cold Blooded" by other races or even their own kind. These lizardfolk gain a +2 racial bonus to Intelligence and take a -2 penalty to Charisma.
* '''Well Balanced:''' Some lizardfolk are better adapted for marshy territory, such lizardfolk gain a +2 bonus to Acrobatics and can move through Swamp terrain at their base speed, regardless of natural difficult terrain. Magically altered terrain affects them normally. This replaces Tough Scales.
* '''Well Balanced:''' Some lizardfolk are better adapted for marshy territory, such lizardfolk gain a +2 bonus to Acrobatics and can move through Swamp terrain at their base speed, regardless of natural difficult terrain. Magically altered terrain affects them normally. This replaces Tough Scales.
* '''Rock Lizard:''' Lizardfolk in rocky terrain have sucker pads or hooked claws for clinging onto rocks, rather than webbed feet and specialised tails. They receive a Climb Speed of 20ft and a +8 racial bonus to Climb checks. This replaces the Swim trait.
* '''Rock Lizard:''' Lizardfolk in rocky terrain have sucker pads or hooked claws for clinging onto rocks, rather than webbed feet and specialised tails. They receive a Climb Speed of 20ft and a +8 racial bonus to Climb checks. This replaces the Swim trait.

Revision as of 11:49, 13 January 2013

Racial Traits

  • +2 Strength, +2 Constitution: Lizardfolk are sturdy and strong.
  • Medium: Lizardfolk are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Base speed of 30 feet.
  • Tough Scales: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
  • Swim: Lizardfolk have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks
  • Hold Breath: Lizardfolk can hold their breath for a number of rounds equal to four times their constitution score before risking drowning or suffocating.
  • Claws: Lizardfolk possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.
  • Quadribipedal: Lizardfolk are equally comfortable on two legs or four. A lizardfolk on all fours gains a 10ft racial bonus to their base movement speed and is treated as having the Run feat. Dropping to all fours is a free action that does not provoke attacks of opportunity; standing back up is a move action that does. A prone lizardfolk still needs to stand back up to return to a four-legged stance (provoking attacks of opportunity), but it also retains the option of crawling as normal. While running on all fours hands cannot be used for any other purposes.
  • Languages: Lizardfolk start speaking Draconic. Lizardfolk with a high Intelligence score can choose from Common, Kobold, Sylvan, Infernal, Elven

Alternate Racial Traits

  • Cold-blooded Logic: Some lizardfolk develop a very logical way of thinking, usually at the expense of their interpersonal skills, they are often derided as "Cold Blooded" by other races or even their own kind. These lizardfolk gain a +2 racial bonus to Intelligence and take a -2 penalty to Charisma.
  • Well Balanced: Some lizardfolk are better adapted for marshy territory, such lizardfolk gain a +2 bonus to Acrobatics and can move through Swamp terrain at their base speed, regardless of natural difficult terrain. Magically altered terrain affects them normally. This replaces Tough Scales.
  • Rock Lizard: Lizardfolk in rocky terrain have sucker pads or hooked claws for clinging onto rocks, rather than webbed feet and specialised tails. They receive a Climb Speed of 20ft and a +8 racial bonus to Climb checks. This replaces the Swim trait.
  • Desert Monitor: These heat-enduring receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This replaces the Swim racial trait.
  • Poison Dusk: Some Lizardfolk are smaller than their brethren and have an innate knack for poison. These Lizardfolk are of small size, with +2 Dexterity and +2 Constitution, are skilled in Poison Use and never risk poisoning themselves. This replaces Hold Breath, Medium size, and lizardfolk racial ability modifiers.
  • Camouflage: Some lizardfolk are adapted for a particular environment, their skin or scales giving them a +4 racial bonus to Stealth and Survival checks while in their adapted terrain. Adapted terrain must be chosen at first level, and once chosen cannot be changed. This replaces the Tough Scales racial trait.
  • Venomous bite: Lizardfolk with this trait gain a Primary Bite attack dealing 1d3 damage on a successful hit, which can also be used to deliver a lethal toxin. This toxin can also be used to coat a weapon, and is applied as a swift action. Toxin can be used a number of times per day equal to the lizardfolk's constitution modifier.

Injury Poison, Fort save DC10 + 1/2 HD + Con modifier, frequency 1/round for 6 rounds, 1d2 Str damage, cure 1 save. This replaces the Claws racial trait.

Draconic Lizardfolk

  • +4 Strength, -2 Dexterity, +2 Constitution:
  • Large: Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks
  • Elemental Resistance: As part of their Draconic heritage these lizardfolk gain Resistance 5 to their corresponding element.
  • Breath Weapon: Once per day these lizardfolk can make a supernatural breath attack that deals 1d6 elemental damage in a 15ft cone or 20ft line. The nature and shape of this attack depends on the draconic heritage of the lizardfolk. All creatures within the area must make a Reflex save for half damage, DC10 + 1/2 the user's HD + the user's constitution modifier.

Draconic Lizardfolk are otherwise identical to standard lizardfolk, with +1 LA