Lizardfolk Reptilian humanoids that prowl within swamps and marshes. RACIAL TRAITS Average Height: 6’2”–7’2” Average Weight: 220–300 lb. Ability Scores: +2 Strength, +2 Dexterity Size: Medium Speed: 6; swamp walk (see below ) Vision: Normal; darkvision Languages: Common, Draconic Skill Bonuses: +2 Athletics, +2 Endurance Reptilian: Your race is reptilian and is cold-blooded, so you are considered a reptile for the purpose of effects that relate to creature origin. Enduring Breath: You can hold your breath for 10 rounds (rather than 5 rounds) before you need to make endurance checks. Additionally, you don't need to make endurance checks to hold your breath in strenuous situations. Swamp Walk: You ignore difficult terrain caused by bog, mud, or shallow water. Tail Slap: You may use the Tail Slap power.
Play a Lizardfolk if you want… to be a member of a primitive tribe culture to be a reptilian creature that is often cruel, savage, and very territorial to be a character that is at home in a swamp to be a race that favors the Rogue, Ranger, and Shaman classes
Physical Qualities Lizardfolk are bipedal reptiles that have a humanoid body shape. Their heads look very snake-like and often they have large bony crests that run from the tops of their head down to their tails. Since they are reptilian, females do not have breasts or nipples. Lizardfolk tails are thick and supply balance, and can be utilized in combat (in which case, prepare for some hurt). Lizardfolk come in many varieties of scale color, but the most common are Greenscales and Blackscales.
Playing a Lizardfolk Player lizardfolk tend to be friendlier with other races, although they still tend to start all relationships with them from a stance of distrust. Regardless of other factors lizardfolk have a tendency to react savagely to things that annoy or hurt them. This can cause violent outbursts at inappropriate times. Lizardfolk are also very territorial by nature, and so they become very possessive of their belongings and will quickly defend them if they feel they are in danger or that something will try to take it from them. Lizardfolk are naturally carnivorous and normally hunt in their surrounding swamps for wildlife to eat. Lizardfolk will eat any sort of meat they can find, although they prefer it fresh and take pleasure in hunting it themselves. Lizardfolk enjoy their food cooked, although they have been known to eat it raw if they must. Lizardfolk Characteristics: sly, savage, cruel, territorial, team-friendly, distrustful, wary, cunning Male Names: Gussh, Hazorduss, Vasculuss, Ssalazar, Asskir, Kortesh, Garmesh Female Names: Lass, Ssena, Solastass, Eskresh, Shirass, Jess, Kieriss, Ssoya
Lizardfolk Adventurers
Three sample lizardfolk are listed below. Gussh is a lizardfolk rogue who loves the thrill of thievery and is being forced to accompany a band of adventurers. Before such an event, Gussh was nothing more than a petty thief who made his living as such, and actually became a well-known and respected criminal in the underground before the law final caught up to him. As he was being tried and jail was inevitable, a band of adventures showed up and convinced the court to leave his parole in their hands. Now torn between befriendment and running off with their loot, Gussh reveres no god as none of them are in his “best interests” Ssena is a lizardfolk ranger who is at home in the swamp. Exiled from her tribe for reasons she keeps to herself, she was alone until a small band of bounty hunters passed through her territory. Giving into her territorial nature, she fought them fiercely, but was promptly defeated, yet the bounty hunters admired her skill and strength enough to leave her with two choices; be killed or join their crew. She chose the latter, and may have adapted feelings other than friendly for her new leader, a human. She reveres as Sehanine as her goddess, for she strongly believes fate is in the hands of mortals. Garmesh is a lizardfolk shaman—otherwise known as marsh mystic—who is a master of herbs. Solemn, quiet, yet friendly, Garmesh is still quite young yet unfortunately carries a sad curse: he is blind. Relying on his spiritual companion for sight, Garmesh has managed to tune his other senses so that no sound or smell escapes him. He travels alone, using his wide knowledge of herbs to act as a healer to any who need it. Due to his introverted nature, it is unknown to anyone who he worships.
Feats
SIDESTEP ATTACK [LIZARDFOLK] Tier: Heroic Prerequisite: Lizardfolk Benefit: Gain the Sidestep Attack power as a bonus At-Will power.
POISON SPITTLE [LIZARDFOLK] Tier: Heroic Prerequisite: Lizardfolk Benefit: Your melee weapon gains +3 ongoing poison damage (save ends) . You also gain resist 5 to poison
SWAMP”S GRASP [LIZARDFOLK] Tier: Heroic Prerequisite: Lizardfolk, Shaman or Cleric class Benefit: Gain the Swamp’s Grasp power as a bonus Encounter power Swamp’s Grasp Lizardfolk Racial Power The ground churns and bubbles as it turns into a thick bog Encounter Arcane, Zone Minor Action Ranged 10 Burst 2 Target: creatures within burst Effect: targets are immobilized (save ends) and the terrain becomes difficult swamp terrain until the end of the encounter 11th Lvl: increase burst to 3 21st Lvl: increase burst to 4
BOG CLOUD [LIZARDFOLK] Tier: Paragon Prerequisite: Lizardfolk, Shaman or Cleric class, Swamp’s Grasp feat Benefit: Replace the Swamp’s Grasp power and gain the Bog Cloud power as a bonus Encounter power Bog Cloud Lizardfolk Racial Power The ground hisses as thick swamp vapors boil into the air Encounter Arcane, Poison, Zone Minor Action Ranged 10 Burst 3 Target: creatures within burst Effect: targets are immobilized (save ends) and suffer ongoing -3 poison damage (SAVE ENDS) . Also, the terrain becomes difficult swamp terrain until the end of the encounter 21st Lvl: increase burst to 4 and increase ongoing poison damage to 6
MARSH BLESSING [LIZARDFOLK] Tier: Epic
Prerequisite: Lizardfolk, Shaman or Cleric class, Swamp’s Grasp and Bog Cloud feats Benefit: Replace an epic tier daily utility power and gain the Marsh Blessing power instead Marsh Blessing Lizardfolk Racial Power The rich earthy smell of home fills you and your allies’ senses Daily Arcane, Healing, Zone, Aura Minor Action Aura 5 Effect: Every turn—until the end of the encounter—you regain health points equal to one healing surge. Any ally in the aura gains the same benefits as you. Any unneeded health points become temporary hit points
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