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joneirik:rpg:lizardfolk

Lizardfolk

ReBoot

Rebuilding the D20 lizardfolk into a LA+0 race for use with both my own campaign and for playing in someone else's campaign. This is supposed to represent the Suncrest tribe of lizardfolk. For Bloodmanes, the most fierce and savage of the tribes, I plan to use normal lizardfolk stats, just without the racial hit-dice (because it is a horrible horribly bad mechanic).

The five tribes have each specialized in different areas and traits, the Bloodmanes was always the strongest and most fierce, thus took the best land for themselves (by lizardfolk standards, the swamps and river side), and chased away everyone else. The Shadowclaws settled in the forest areas and specialized in hunting, while the Windspawned fled up the mountainsides and was mostly left alone there since nobody else wanted the place, and the Dirtskulkers was the outcasts that found refuge in the caverns. The Suncrests was among the weakest of the tribes, and was banished to the great sunny plains, where all the big and hungry dinosaurs roamed, with little to nothing good by lizardfolk standards.

They survived by building walls, grouping together in towns, crafting tools, Irrigation, for the first time among the lizardfolk keeping cattle, and later growing fields for grazing the cattle and later for own food. At this stage the Suncrests was suddenly no longer the weak tribe to bully and raid for food, but a big strong presence, the center of trade, craft, food, and the last tribe you wanted to get on the bad side off.

The Suncrests are the most civilized, intelligent, crafty, and physically weakest of the lizardfolk tribes. Since most of their talents and traits are focused on the actual town life and culture, they are slowly growing away from the strong physical traits they once possessed.

New Lizardfolk

Using the guide to make LA0 races found here: http://paizo.com/threads/rzs2knsd&page=1?PF-Race-Building-Guide

I've tried creating the Lizardfolk race of my setting, and its five tribes:


Suncrest

  • (0) +2 Stat of Choice
  • (4) +1 armor
  • (2) natural attack 1d3
  • (2) 2 racial bonus 2 skills (Acrobatics+Craft single)
  • (4) Swim speed 15
  • (0) Hold Breath (fluffy and not a big advantage)
  • (-2) Armor Cost Double

Dirtskulkers

  • (0) +2 Con -2 Int +2 Wis
  • (4) +1 armor
  • (2) natural attack 1d3
  • (2) 2 racial bonus 2 skills (Perception+Stealth)
  • (4) Burrow speed 15
  • (0) Hold Breath (fluffy and not a big advantage)
  • (-2) Armor Cost Double

Shadowclaws

  • (0) +2 Str -2 Int +2 Wis
  • (4) +1 armor
  • (2) natural attack 1d3
  • (2) 2 racial bonus 2 skills (Perception+Stealth)
  • (4) Climb speed 15
  • (0) Hold Breath (fluffy and not a big advantage)
  • (-2) Armor Cost Double

Windborn

  • (0) +2 Dex -2 Int +2 Wis
  • (4) Flight 30 (limitations: can only hang-glide, or ride air currents, feather-fall.)
  • (2) natural attack 1d3
  • (2) 2 racial bonus 2 skills (Acrobatics+Climb)
  • (4) Climb speed 15
  • (0) Hold Breath (fluffy and not a big advantage)
  • (-2) Armor Cost Double

Bloodmane

  • (0) +2 Str -2 Int +2 Wis
  • (8) +2 con
  • (4) +1 armor
  • (4) natural attack 2x 1d4 (claw)
  • (4) natural attack 1d6 (bite)
  • (4) Swim speed 15
  • (2) 2 racial bonus 2 skills (Acrobatics+Climb)
  • (0) Hold Breath (fluffy and not a big advantage)
  • (-2) Armor Cost Double
  1. (24) Level Adjustment +1

Ancestral Lizardfolk

For comparing to the old race, minus hit dices:

  • (0) +2 Str -2 Int
  • (8) +2 Con
  • (20) +5 armor
  • (4) natural attack 2x claws 1d4
  • (4) natural attack bite 1d6
  • (6) Racial bonus to 2 skills x3 so +4 to balance/jump/swim
  • (0) Hold Breath (fluffy and not a big advantage)
  • Level Adjustment +1

joneirik/rpg/lizardfolk.txt · Last modified: 2015/05/14 20:25 by 127.0.0.1