Lizard Folk
Requirements: STR 9
Ability Modifiers: STR +1, CHA -2
Ability Min/Max: STR 9/19, DEX 3/18, CON 3/18, INT 8/18, WIS 8/18, CHA 3/15
Lizard Folk were one of the first species to organize after The Sorrow and begin to reorganize old settlements and expand into new ones. Their cold blooded nature makes them somewhat lethargic in colder temperatures as well as come across as blunt and cold during social interactions. Lizard Folk stand between 6 to 7 feet tall and weight around 200 pounds. They have thick, scaly, green skin and a large crest that runs from the top of their heads, down their spine, and along the length of a thick tail. The crest varies in color, from a variety of shades of greens, tans, and browns and often is seen as analogous to hair in other species. Because they are cold blooded and have little in the way of visible gender dimorphism, many other species have a hard time telling their genders apart.
Because of their scaly hides, all lizard folk have an AC of 7 when not wearing armor (this number is replaced with that of whatever armor is worn by a character). Because they are cold blooded they take half damage from fire based attacks, however they take double the amount of damage from cold attacks. Lizard Folk can speak their alignment language, common, lizard folk, and goblin.
Lizard Folk receive the following saving throw bonuses:
- +4 save versus poison
Lizard Folk may select the following classes, with the indicated level limits:
- Druids (7th Level limit)
- Fighter (12th Level limit)
- Illusionist (10th Level limit)
- Magic-User (10th Level limit)
- Ranger (7th Level limit)
- Thief (14th Level limit)
- Pick Locks (-5%)
- Pick Pockets (-10%)
- Move Silently (+7%)
- Climb Walls (+5%)
- Hide in Shadows (+5%)
I'M CONTRIBUTING
ReplyDeleteThe cold-blooded part is pretty cool. I dunno. I just want to play a super-chill lizard dude that will use lethal force without a second thought if necessary, now. So I guess this is working.
Part of my wishy-washiness on allowing Illusionists or not was because elves can be Magic-Users, but not Illusionists. (Gnomes can be Illusionists, but not Magic-Users, but I think that's because they're silly.) I don't know what the rationale behind that is, but it's why I'm questioning it. It seems okay to me, really.
Their mechanics don't really feel... lizardfolky. It feels more like a 3.5 race which just "kinda sorta" gives you some stuff that fits the race, rather than LL/AEC style which has more extreme stuff to help you fit in.
ReplyDelete@Zachary:
ReplyDeleteWell I'm certainly open to ideas that would make it closer to the AEC/LL feel. I tried not to do anything that would give away extreme bonsues (I tried thinking of something that would reflect added bonus with a tail, but couldn't really) and sort of "break" the character. Most "races" in the AEC don't have anything major that makes them a "Must pick" nor do they have anything the really changes up or adds a whole new ruling to the game.
I checked Wikipedia to confirm this: lizards can often see in the ultraviolet spectrum. They should have that ability, most demi-humans have some sort of additional sight anyway. It's not that useful in dungeons, but it is useful outside at night.
ReplyDelete