Lizardfolk

Lesshta Lizardfolk

These are trial rules! They are also designed for a game consisting solely of Lizardfolk PCs so they may seem a tad overpowered as standard races, however they will form the basis for fluff surrounding Lesshta and Karnok (the Dragonlands to the south of Salamonis). If you have time have a read and let me know what you think. Other races such as Poison Dusk, Blackscale, Dracotaurs and possibly Kobolds will be integrated into this system at some point (maybe). Any further ideas would be appreciated!

Dragonblood runs strong in the cold veins of Lizardfolk originating from Lesshta and Karnok. With each generation of spawning there emerge those creatures who are touched by the heritage of one of the many metallic dragons who once populated the jungles. In Karnok the lizardfolk are born with chromatic dragon traits. There are even those who are born who demonstrate traits related to Bahamut or Tiamat, but such individuals are rare and undoubtedly go on to be great leaders and priests amongst their tribes.
Detailed below are the most common bloodlines to exist amongst the Lesshta Lizardfolk (apart from poison dusk, blackscale and dracotuar Lizardfolk (MM3) which are separate species and although related to Lizardfolk, are not subject to the rules below).

Race

There are five main races of Lizardfolk in Lesshta and each have their own rules. A Lizardfolk must choose one of the following:

Chameleon: the lizard has scales which change colour to match the colour of its surroundings. The lizard gains +5 to stealth checks, +1 natural armour bonus, ‘fleet’ as a bonus feat and the camouflage ability (may make a stealth check in any natural outdoor environment, which includes natural caves and caverns even if the terrain does not provide cover or concealment. This ability does not function whilst the lizard is being observed). Favoured class: Ranger or Rogue (make choice at 1st level, may not be changed). Chameleons tend to be smaller in stature and their tail is much smaller and weaker than other lizards, but their reduced weight and size make them fast and agile and able to make better use of cover. Stat bonuses: +2 Con, +2 Dex, -2 Int

Amphibian lungs: the lizard has a set of large, strong lungs which are capable of storing breath for a long period of time and a maw of razor sharp teeth, perfect for snacking on fish underwater. The lizard gains a swim speed of 15ft, the ‘hold breath’ ability (hold breath for 4xCon score rounds), a natural armour bonus of +2 and a natural bite attack (1d6 damage for a medium creature). Amphibians tend to have short, stout necks and streamlined, smooth scales. Their strong muscular tail, perfect for swimming also aids them on land providing a +4 to acrobatics checks. Favoured class: Ranger or Druid (make choice at 1st level). Stat bonuses: +2 Con, +2 Wis, -2 Int

Gecko claws: the lizard is at home in the jungle canopy, his sharp claws and powerful legs making short work of tree trunks and cliff faces. The gecko gains a climb speed of 20ft, two natural claw attacks (dealing 1d4 damage for a small creature), a natural armour bonus of +2, ‘multiattack’ as a bonus feat and a strong tail for balancing, granting +2 on acrobatics. Geckos tend to be lean, with tough plate-like scales and a strong tail. They have large eyes with a near-180° arc of view, granting a +2 to perception checks. Favoured class: Monk or Ranger (make choice at 1st level). Stat bonuses: +2 Str, +2 Con, -2 Int

Crest of horns: the lizard is born with a spiked crest of horns on his head and running all down its spine. They gain a natural armour bonus of +3, a natural gore attack (dealing 1d8 damage for a medium creature), ‘multiattack’ as a bonus feat and their skin counts as armour spikes (1d4 damage for a medium creature). Crested lizards tend to be bigger and heavier than other lizards with thick slabs of muscle under their tough scales and a thick, heavy tail which helps to balance their weight, granting a +4 to CMD to resist bull rush, trip or reposition attack whilst standing on solid ground. Favoured class: Barbarian or Fighter (make choice at 1st level). Stat bonuses: +2 Str, +2 Con, -2 Cha

Saurus: Saurian lizards are by far the most common Lizardfolk and have become what most people think of as ‘common’ lizardfolk. They have small horns on head and spine, toothy mouths, scaly skin and stout tails. They gain a +2 natural armour bonus, +2 on acrobatics checks, +1 skill point per level and a bonus feat at 1st level. Favoured class: any (choose one at 1st level). Stat bonuses: +2 Str, +2 Con, -2 Int

Draconic Heritage

Most lizardfolk can trace their heritage back to a true dragon and so, lizards from Lesshta may pick one of the following bloodlines to belong to. Having a metallic dragon heritage would incur the hatred of Karnok-born lizards and having chromatic heritage would incur distrust amongst Lesshta lizards. When dealing with lizards of the opposing side, lizards with draconic heritage take a -4 penalty on all social interactions. Also a sorcerer with draconic heritage must choose his heritage dragon for the sorcerer class abilities.

Metallic Dragons (Lesshta)

Brass Dragon: +2 to bluff, diplomacy and survival checks. Resistance to fire 5. Preferred alignments: NG,CG,CN

Bronze Dragon: +2 to disguise, survival and swim checks. Resistance to electricity 5. Preferred alignments: NG, LG, LN

Copper Dragon: +2 to bluff, climb and stealth checks. Resitance to acid 5. Preferred alignments: NG, CG, CN

Gold Dragon: +2 heal, intimidate and swim checks. Resistance to fire 5. Preferred alignments: NG, LG, LN

Silver Dragon: +2 climb, diplomacy and fly checks. Resistance to cold 5. Preferred alignments: NG, LG, LN

Chromatic Dragons (Karnok)

Black Dragon: +2 intimidate, stealth and swim checks. Resistance to acid 5. Preferred alignments: NE, CE, CN

Blue Dragon: +2 bluff, stealth and spellcraft checks. Resistance to electricity 5. Preferred alignments: LN, LE, NE

Green Dragon: +2 knowledge: nature, stealth and survival checks. Resistance to acid 5. Preferred alignments: NE, LE, LN

Red Dragon: +2 appraise, bluff and intimidate checks. Resistance to fire 5. Preferred alignments: NE, CE, CN

White Dragon: +2 climb, stealth and swim checks. Resistance to cold 5. Preferred alignments: NE, CE, CN

True Lizard (any)

True lizards can’t trace their lineage back to any particular dragon sire (or if they can it is so far removed or diluted with other blood it is of no real use). Able to blend in to either society, true lizards are far from rare and in fact make up the bulk of lizard-kind.

Trueblood Lizard: +2 to any two craft, profession or knowledge skills. Resistances: none. Preferred alignments: any. Truebloods do not suffer social stigma in either Lesshta or Karnok.

Lizardfolk

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