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Homebrew Race: Scaled Race: Ra'zild (Lizardmen)


Suggestions/House Rules/Homebrew

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Star Voter 2014

Thought I'd try my hand at race creation, so I put my spin on a race that doesn't get enough love.

Ra’zild

Overview & Personality:
Distant cousins of the kobolds, the reptilian ra’zild are the most common of the scaled races, but also a race in decline. They have no country of their own, and are frequently treated with suspicion. Despite this, they have a strong sense of racial pride, having weathered enslavement by the dwarves, being hunted down by magically mutated monsters, and even surviving the destruction of their homeland, Ra’Zaros-Gra. They are a hardy people, but also arrogant, stubborn, and quick to anger. No matter what happens, a ra’zild will never admit defeat or ask for help, especially from members of another race. And if they do, it is only when much is at stake. To them, as long as they stand together and fight, they can survive even the End Times.

Despite their fullmetal attitudes, ra’zild are very practical. Whether it’s trying to survive the harsh wilderness or etching out a living in the cities, they always consider how something will benefit them in the long run. This attitude can make them come off as cold and manipulative, but ra’zild are in fact a fiercely independent, passionate people, if not somewhat boastful.

Society & Lands

:
The ra’zild homeland of Ra’Zaros-Gra has long since fallen, leaving them without a country of their own. Instead they have “trade unions”, powerful merchant guilds that control entire cities. The unions get most of their income by sending travelling caravans into other lands to sell their wares. Attacking them is extremely dangerous, as they’re heavily guarded, and doing so will get the entire union trying to hunt you down. Even the most hardened of bandits know that raiding a union caravan is tantamount to suicide.

But despite being the glue that holds the ra’zild together, the unions are still businesses. They’re constantly in competing, forming alliances and making deals while plotting all manner of Machiavellian intrigue against one another. They don’t take kindly to fellow ra’zild working outside the unions, and will often persuade or strongarm them into their ranks. Some even go as far as threatening everyone they know to ensure the rogue ra’zild can’t work anywhere else. As a result, those outside the unions tend to end up as scavengers, beggars, and criminals.

Some ra’zild continue to follow their old ways and beliefs, wandering the world as nomadic clans. These ra’zild are called “daolaros”, or “wind drifting leaves” in ra’zili, referencing their nomadic lifestyle and how they adamantly keep their ancient traditions, much like how a mighty tree still stands even after the leaves scatter in the wind. The daolaros view their kin with pity and disdain, thinking them as wayward souls who’ve lost their way at best, and petty fools who have sold out their pride at worst. They call them “lasari”, or “dying leaves”.

Physical Description

:
The ra’zild are exactly what you’d expect a lizardman to look like: anthropomorphic reptiles with slender bodies, long, thick tails, thin, wiry fingers fingers and toes ending in sharp, black nails, and powerful snouts with slit nostrils and pointed teeth. All covered from head to toe in colorful, leathery scales. They resemble common types of lizard like iguanas and geckos, but chameleons and even thorny devils are not unheard of. Ra’zild have slightly more muscle mass than most other races, giving them a sleek, but athletic build. Contrary to popular belief, ra’zild scales aren’t thick enough to provide protection (though they’ll adamantly claim otherwise no matter what.).

Compared to other races, ra’zild are more accepting of nudity. They take great pride in their powerful bodies, and enjoy showing them off, only wearing more than enough to cover their modesty as customs warrants it, and to keep from alienating themselves from their non-ra’zild peers. Ra’zild clothing tends to be rather showy or colorful, with intricate patterns and a great deal of jewelry, especially among the upper class. Even the more spiritual and simple daolaros are a sight to behold.

There are very little difference between genders. Males are generally broad and slender, while females are only a few inches shorter, but are stockier and have fuller figures. Ra’zild women do not have breasts, something members of both sexes lament.

Relations

:
Having once been enslaved by the dwarves, the ra’zild are wont to have anything to do with them, especially the daoloaros. The feeling is mutual, as many dwarves are still sore about being defeated by a bunch of “slimy lizards”, but at the same time admire their loyalty to family and dedication to their work. They tend to get along rather well with halflings, as they also have no lands of their own and find the scaled peoples’ nomadic lifestyle both exciting and romantic. Gnomes and humans tend to mistrust ra’zild, the former for their relation to their kobold enemies, and while the latter view them as greedy, money-grubbing swindlers. Elves and fenri have dislike the ra’zild for their constant bragging and bull-headedness, but find the best way to deal with them is to treat them with indifference. The orcs respect ra’zild for their strength as warriors and intense personalities, but are wary of the lasaris’ constant scheming.

The ra’zild have little contact with the other scaled races, and treat them with as much neutrality as any other potential customers. The one exception are the sen’ka (serepentfolk), whom they despise after they abandoned them to the dwarves. The ra’zild’s closest allies are their distant cousins, the kobolds. However, this is more of an alliance of convenience than any idea of racial brotherhood. The kobolds provide the ra’zild with cheap, replaceable workers, and the ra’zild provide the kobolds with food, shelter, and protection. But due to the kobolds’ small size and checkered backgrounds, they’re often relegated to cleaners and go-fors, and the ra’zild find their scratchy, yipping voices irritating. By the same token, the kobolds think the ra’zild are big, hissing clods who need to learn to lighten up. At worst, the two races see eachother as a means to an end. But at their best, ra’zild and kobolds can be the staunchest allies, closest friends, and even lovers in some rare cases.

Alignment & Religion

:
Because they have no country of their own, the ra’zild depend on their trade unions for money and power. As a result, they tend to gravitate toward more neutral alignments, as they need all the clients they can get. This makes the ra’zild come off as greedy and deceitful, and sometimes that’s the case, as some unions make a good living as smugglers and black marketers.

The Ra’zild once worshipped “The Six” (Their true names are a closely guarded secret.), the patron deities of sen’ka and the other scaled races. But after the fall of Ra’Zaros-Gra, Six worship gradually declined, and now all but the daoloaros still practice it.

Today, many ra’zild worship Abadar and Erastil, as their agendas of civilization and protection of the family coincide well with their own. Clerics of Abadar are in particularly high demand amongst the unions, and every caravan tries to have at least one in their employ. The more cutthroat members of their race pay tribute to Calistria in hopes getting rid of a rival union. Shelyn and Torag worship is also not unheard of, but the former is considered too frivolous, and the worship of the latter is practically condemned due to being the patron of the dwarves.

Though rare, some ra’zild worship Iomedae, Norgerbor, and Cayden Cailean, as they consider their ascension the epitome of one’s determination and pride paying off in the end. Cailean however, tends to be worshipped in secret, as many ra’zild resent, and even revile the Accidental God, dismissing him as a lazy, undeserving drunk who ascended through sheer, dumb luck.

Adventurers

:
Ra’zild mainly become adventurers to bring honor and glory to their trade unions. Many follow the path of the fighter or ranger, becoming caravan guards. Some even become rogues, and so that they might better spy on and sabotage rivals.

While they aren’t against the practice of magic, ra’zild consider it highly impractical and unwieldy. Many ra’zild who seek to become wizards or sorcerers often have to leave their unions behind, and even fewer return to them.

Because of their mercantile heavy culture, ra’zild are not a very religious people. The primary exception to this is Abadar, whose clerics and paladins are not only sought after, but given high positions in the unions simply for their faith. Druids tend to be exclusive to the daolaros.

Male Names
Tsebren, Urbron, Dhakar, Ahkash, Khord

Female Names
Sythia, Irza, Jahliito, Relu, Lleneisi

Racial Stats

:
Type: Humanoid (Reptilian)
Size: Medium
Speed: 30 ft.
+2 STR & CHA, -2 WIS: Ra’zild are strong in body and personality, but their stubbornness and pride has a habit of getting them in trouble.
Languages: Common & Draconic.
Bonus Languages: Dwarven, Elven, Undercommon, Giant, Gnoll, Orcish, Infernal

Defense Traits
Pride: Ra’zild receive a +2 racial bonus vs mind affecting effects.

Offense Traits
Hatred: Ra’zild have been killed and enslaved by the dwarves, and are very bitter toward the sen’ka for forsaking Ra’Zaros-Gra. Gain +1 on attack rolls vs dwarves and sen’ka.
Bite (1d4)
Weapon Familiarity: Ra’zild are proficient with longswords and treat any weapon with “ra’zild” in its name as a martial weapon.

Senses Traits
Low-Light Vision

Skill & Feat Traits
Caravan Child: Ra’zild rely on their trade unions for income and power, and as such, have an eye for spotting rival spies and bad deals. Appraise and Sense Motive are always considered class skills.

Description

:
Ages
Adulthood: 25
Intuitive: +1d6
Self-Taught: +2d6
Trained: +3d6

Middle Age: 75
Old Age: 100
Venerable: 130
Maximum Age: 140 + 3d20

Height & Weight
Height (Male/Female): 5’5’’/5’3’’
Weight (Male/Female): 120 lbs./130 lbs.
Modifier: +2d12
Weight Multiplier: x6

Inspirations

:
The Ts'krang from Earthdawn.
The Argonians from Elder Scrolls.
The Bangaa from Final Fantasy (Ivalice).

Some of the few series to do lizardmen right.

Reasons For Traits & Lore

:

Heavier Women
In real life, female reptiles are bigger than the males as it takes more energy to lay eggs than give live birth. I wanted to keep the sexual dimorphism as minimal as possible while still keeping it fairly realistic, so I made the ra'zild women heavier. Not sure if did it enough though.

Enemies of the Dwarves
Lets face it, aside from the dwarves don't have a lot of unique racial enemies. Orcs, goblins, giants, and the occasional elf have been done to death.

Children of a Fallen Land
I want to get a version of these guys (under different names if I have to give up use of ra'zild forever.) in the main Pathfinder universe. However, I couldn't figure out where to put them, and I was haven't read of the Serpent's Skull, or similar products. So I fell back on the old "destroyed country" excuse.

LOL: Loud, Obnoxious Lizards
Lizardfolk are stereotyped as coldblooded, apathetic, and generally unpleasant to be around. How do you put a fresh spin on them? Make'em wild, arrogant, hot-headed, and still unpleasant to be around!

And that's the ra'zild, hope you all enjoyed it. If you didn't, tell me why.


Pathfinder Adventure Path Subscriber

Surprised there's no Nat Armor bonus, but at least they have a bite attack to bring us back to that bestial nature.

Also, being "unpleasant to be around" usually lends itself to low Charisma (i.e. goblins)

Star Voter 2014

Big Lemon wrote:

Surprised there's no Nat Armor bonus, but at least they have a bite attack to bring us back to that bestial nature.

Also, being "unpleasant to be around" usually lends itself to low Charisma (i.e. goblins)

I know, I was joking around there.


Actually, translating "Unpleasant to be around" into a CHA penalty was and sadly still is a design flaw of 3rd Edition.

A CHA penalty should only be given for "lack of personality", which - I admit - is kinda hard to judge (but warforged come to mind).

"Unpleasant to be around" should instead translate into a Diplomacy (and maybe also a bluff) penalty.

Otherwise, being of an "unpleasant" race not only means:

- has difficulties dealing with other people

but also:

- is bad at intimidating
- is bad at lying
- is bad with animals
- has weaker innate magic (aka sorcerer)

And I can think of many races that might be "unpleasant" but would indeed by quite adapt at on or more of the other things.


I just want to say thankyou, I love my lizardmen(folk). As soon as I'am on my winter break, I will revive my thread Rise of the Lizard Lords.


Your flavor and story look okay, but the stats look a bit on the weak side to be honest. I think you could make them a bit more powerful without loss of balance compared to core races.

Hatred vs. Dwarves doesn't strike me as a particularly powerful trait, although that depends on the campaign of course; in a classic "good PCs vs. evil goblinoids" campaign, hatred vs. goblinoids is decent. Will fighting dwarves be common enough?

Long sword familiarity is also unimpressive... it's thoroughly overshadowed by many martial and even some simple weapons. With the racial Strength bonus, the scimitar or rapier are more appealing (due to bigger crit range), and most 3/4+ BAB classes can use those. I don't know about those ra'zild weapons, maybe those make up for it.

I like the Appraise and Sense motive class skills, and the Pride racial ability works well to offset the Wisdom penalty.

I'm just saying, on the whole, it might benefit from just a bit more juice.

Sovereign Court RPG Superstar 2009 Top 32 , Star Voter 2013

Sorry to potentially be obnoxious, but the name just rubs me the wrong way. Really, an anagram for "lizard", with an apostrophe?


Cha bonus makes sense. They have a strong sense of self-esteem and their personalities demand attention. Remember, high Cha doesn't mean you're necessarily pleasant to be around but that your presence demands attention. You could have high Cha because you're physically attractive, have a glib tongue, or you could be like the "train wreck" abberation... terrible to look at but you just can't turn away. Another example would be Voldemort; plug ugly and vile but he did pretty well gathering a large following around him and, even though they knew they could be dropped like a hat on his whim, they stayed because they feared the price of trying to flee. "He did great things. Terrible, but great."

Dedicated Voter 2013

TerraNova wrote:
Sorry to potentially be obnoxious, but the name just rubs me the wrong way. Really, an anagram for "lizard", with an apostrophe?

Yeah, you might want to use a name other than "lizard" backwards and rotated by one character.

Silver Crusade

Well i know i like them. well done, and can i ask for some advice?

I've been working on a homebrewed Wolf race of my own, however im having a hard time with the ability scores. You see, I wasnt the race to be Inquisitive, Focused and somewhat scholarly while still have a wolf-like feel to it What scores would you recomend?


For Wolf race, I'd go with +2 Str, +2 Wis, -2 Cha. Give them a bonus to fort saves, scent ability, and possibly bonus to survival. Str because they're wolves... wolves are rather strong. Wis gives a natural edge in perception, survival, and sense motive which all seem rather "wolfy". The penalty to Cha is because Wolves rely on a "built in" pack mentality. The "self" is subverted for the good of the pack. Give them a bonus to Cha-based abilities that compensates for the loss but only when dealing with other members of their race (and possibly wolves in general).

Star Voter 2014

Teiidae wrote:
I just want to say thankyou, I love my lizardmen(folk). As soon as I'am on my winter break, I will revive my thread Rise of the Lizard Lords.

Happy to be of assistance.

Star Voter 2014

TerraNova wrote:
Sorry to potentially be obnoxious, but the name just rubs me the wrong way. Really, an anagram for "lizard", with an apostrophe?

I know. I was running out of ideas.

Star Voter 2014

Quintin Belmont wrote:

Well i know i like them. well done, and can i ask for some advice?

I've been working on a homebrewed Wolf race of my own, however im having a hard time with the ability scores. You see, I wasnt the race to be Inquisitive, Focused and somewhat scholarly while still have a wolf-like feel to it What scores would you recomend?

I would have to say either + 2 STR or END for the wild, wolf part, +2 INT for the scholarly part, and maybe -2 WIS or CHA (Not too sure.).

Star Voter 2014

Oladon wrote:
TerraNova wrote:
Sorry to potentially be obnoxious, but the name just rubs me the wrong way. Really, an anagram for "lizard", with an apostrophe?

Yeah, you might want to use a name other than "lizard" backwards and rotated by one character.

I know, it's not the best or most original name. If you or anyone has any ideas, feel free to speak up.

Star Voter 2014

Ascalaphus wrote:

Your flavor and story look okay, but the stats look a bit on the weak side to be honest. I think you could make them a bit more powerful without loss of balance compared to core races.

Hatred vs. Dwarves doesn't strike me as a particularly powerful trait, although that depends on the campaign of course; in a classic "good PCs vs. evil goblinoids" campaign, hatred vs. goblinoids is decent. Will fighting dwarves be common enough?

Long sword familiarity is also unimpressive... it's thoroughly overshadowed by many martial and even some simple weapons. With the racial Strength bonus, the scimitar or rapier are more appealing (due to bigger crit range), and most 3/4+ BAB classes can use those. I don't know about those ra'zild weapons, maybe those make up for it.

I like the Appraise and Sense motive class skills, and the Pride racial ability works well to offset the Wisdom penalty.

I'm just saying, on the whole, it might benefit from just a bit more juice.

Well in my current setting, the dwarves draw heavily from series like Dragon Age, where they tend to be involved in organized crime and are prone to violence if insulted. And there are also the duergar.

As for the longsword thing, I can see your point, and I agree.

Star Voter 2014

Ascalaphus wrote:

Your flavor and story look okay, but the stats look a bit on the weak side to be honest. I think you could make them a bit more powerful without loss of balance compared to core races.

Hatred vs. Dwarves doesn't strike me as a particularly powerful trait, although that depends on the campaign of course; in a classic "good PCs vs. evil goblinoids" campaign, hatred vs. goblinoids is decent. Will fighting dwarves be common enough?

Long sword familiarity is also unimpressive... it's thoroughly overshadowed by many martial and even some simple weapons. With the racial Strength bonus, the scimitar or rapier are more appealing (due to bigger crit range), and most 3/4+ BAB classes can use those. I don't know about those ra'zild weapons, maybe those make up for it.

I like the Appraise and Sense motive class skills, and the Pride racial ability works well to offset the Wisdom penalty.

I'm just saying, on the whole, it might benefit from just a bit more juice.

Forgot to include this, but aside from the hatred and weapon familiarity thing, if there anything else that could use work?

Silver Crusade

TheDisgaean wrote:
Quintin Belmont wrote:

Well i know i like them. well done, and can i ask for some advice?

I've been working on a homebrewed Wolf race of my own, however im having a hard time with the ability scores. You see, I wasnt the race to be Inquisitive, Focused and somewhat scholarly while still have a wolf-like feel to it What scores would you recomend?

I would have to say either + 2 STR or END for the wild, wolf part, +2 INT for the scholarly part, and maybe -2 WIS or CHA (Not too sure.).

THe problem ive had with making this race is trying to figure out how a natural wolf's strengths would translate ingame. from an ecological standpoint wolves are practically like humans in regards to mental capacities such as the ability to create detailed plans, social hierarchy, communal support, problem solving and adaptability. at the same time they represent the middle ground in regards to physical capabilitieswhen compared to other animals. They are neither as strong or tough as bears, thier physical dexterity and grace pales in comparison to felines, they have a rather slow land speed and always try to go after the eldest or sickest of animals in a herd, and aside from thier matted fur they have little physical protection other than thier own wit, cunning, reflexes and thier tendancy to fight in groups

Really Wolves are to well balanced and humanlike to properly make a race comparable to cat- and rat-folk without upseting someone.


A true wolf based race would have the Flexible racial adjustments. A bonus to STR or DEX based on Gender. Males would be STR females would be DEX. Then a Bonus to INT or CHA.

Wolves are strangely very personable. It is just most humans are idiots and try to threaten the wolf and that causes the wolf to act hostile.

For a Wolf inspired race like what you want +2 STR/DEX based on Gender then +2 INT and -2 WIS (think of it as their Inquisitive nature overriding Common Sense).

on the Reptiliad race they seem alright though I think Scimitar, Falchion, Shortspears(or Whip) and then Racial weapons would fit better. And say Females get a +2 CON while Males get +2 STR. After all the Inner Sea Bestiary has a Race with the Sexual Dimorphism trait. Maybe look at the Lizardfold breakdown in the Race Builder as a Basis. That is how I build my Serpyntar and Lizaryn (names based on Gaeiac Monsters).

Silver Crusade

Azaelas Fayth wrote:

A true wolf based race would have the Flexible racial adjustments. A bonus to STR or DEX based on Gender. Males would be STR females would be DEX. Then a Bonus to INT or CHA.

Wolves are strangely very personable. It is just most humans are idiots and try to threaten the wolf and that causes the wolf to act hostile.

For a Wolf inspired race like what you want +2 STR/DEX based on Gender then +2 INT and -2 WIS (think of it as their Inquisitive nature overriding Common Sense).

on the Reptiliad race they seem alright though I think Scimitar, Falchion, Shortspears(or Whip) and then Racial weapons would fit better. And say Females get a +2 CON while Males get +2 STR. After all the Inner Sea Bestiary has a Race with the Sexual Dimorphism trait. Maybe look at the Lizardfold breakdown in the Race Builder as a Basis. That is how I build my Serpyntar and Lizaryn (names based on Gaeiac Monsters).

Love your idead, both of them, however Wis does seem like an odd negative to have all things considered (plus it makes them too close to catfolk and we all know we cant have that). Also the dimorphism deal seems a bit excesssive considering that studies have shown both genders to be just as physically apt as the other (plus it feels slightly sexist, but thats just me.

As for the Lizardpeople proficiencies I think the weapons that would fit better would be Ransuers and flail/chain-like weapons. Also I think a good name for them would be Lucagar (a mix of the spanish and Italian words for Lizard). As for dimorphism, i stay the same on my opinion.

Silver Crusade

Also i would like the Wolf Debate moved. If you check my threads youll find an old one where we can continue


Might I suggest linking to a thread then.

On the Dimorphism:

In Mammals: Females tend to be more Agile and Quicker learning. Males tend to be stronger and quicker thinking. Now these differences aren't really noticeable in humans without close study but in other mammals it is noticeable Canines and Felines are especially noticeable within their breeds. Also Cats and Dogs are very close it makes sense for their Races to be close as well.

In Reptiles/Amphibians: Females tend to be Hardier and Stronger. Males are more Agile and tend to be thinner. Heck, if you based a Race on one species of lizard the Males would be Small Sized and the Females Large Sized simply do to the Real Life Dimorphism that occurs in them. Females tend to get as long as 3 Feet while the Males tend to be at most 9 inches.

Silver Crusade

okay, i see the validity, but i just finished the newest version of my wolf race

Here is the old thread i started Way Back, i just posted on it now, so skip to the bottom.


I thought you seemed familiar!

On-Topic: Drocanyri (Children of the World Serpent/Lizard/Dragon in Ancestral Norse) might be a good name for them. Though that might be Setting specific...

Silver Crusade

...now you suddenly have me thinking of Giant Intellient Anglerfish (or Frogfish if you think they are cooler). talk about dimorphism


Hmm, that would be an interesting concept for an Outsider... Maybe Outsider(Native) with links to the Plane of Water...

Silver Crusade

Azaelas Fayth wrote:
Hmm, that would be an interesting concept for an Outsider... Maybe Outsider(Native) with links to the Plane of Water...

.......Can i marry your brain? that is genius, or better yet make it into someform of Abberation that swims through either space or gas giants!

Star Voter 2014

Azaelas Fayth wrote:

Might I suggest linking to a thread then.

On the Dimorphism:

In Mammals: Females tend to be more Agile and Quicker learning. Males tend to be stronger and quicker thinking. Now these differences aren't really noticeable in humans without close study but in other mammals it is noticeable Canines and Felines are especially noticeable within their breeds. Also Cats and Dogs are very close it makes sense for their Races to be close as well.

In Reptiles/Amphibians: Females tend to be Hardier and Stronger. Males are more Agile and tend to be thinner. Heck, if you based a Race on one species of lizard the Males would be Small Sized and the Females Large Sized simply do to the Real Life Dimorphism that occurs in them. Females tend to get as long as 3 Feet while the Males tend to be at most 9 inches.

Huh, you learn something new every day. Interesting as that is, I'm loth to make the dimorphism THAT extreme. One of things I want is to actually make it difficult to distinguish ra'zild genders. If I made the genders too different, it'd be too easy. I suppose a good way to do it would be to give males a DEX bonus and females a STR or END bonus.

Star Voter 2014

Azaelas Fayth wrote:

A true wolf based race would have the Flexible racial adjustments. A bonus to STR or DEX based on Gender. Males would be STR females would be DEX. Then a Bonus to INT or CHA.

Wolves are strangely very personable. It is just most humans are idiots and try to threaten the wolf and that causes the wolf to act hostile.

For a Wolf inspired race like what you want +2 STR/DEX based on Gender then +2 INT and -2 WIS (think of it as their Inquisitive nature overriding Common Sense).

on the Reptiliad race they seem alright though I think Scimitar, Falchion, Shortspears(or Whip) and then Racial weapons would fit better. And say Females get a +2 CON while Males get +2 STR. After all the Inner Sea Bestiary has a Race with the Sexual Dimorphism trait. Maybe look at the Lizardfold breakdown in the Race Builder as a Basis. That is how I build my Serpyntar and Lizaryn (names based on Gaeiac Monsters).

I did look at the lizardfolk in the ARG. The whole reason I'm doing this is because I thought it was kinda bland.

Hmmmm...interesting...I could make a racial whip weapon...*evil smile*.

Silver Crusade

that just might be a solid idea.

Star Voter 2014

Azaelas Fayth wrote:

A true wolf based race would have the Flexible racial adjustments. A bonus to STR or DEX based on Gender. Males would be STR females would be DEX. Then a Bonus to INT or CHA.

Wolves are strangely very personable. It is just most humans are idiots and try to threaten the wolf and that causes the wolf to act hostile.

For a Wolf inspired race like what you want +2 STR/DEX based on Gender then +2 INT and -2 WIS (think of it as their Inquisitive nature overriding Common Sense).

on the Reptiliad race they seem alright though I think Scimitar, Falchion, Shortspears(or Whip) and then Racial weapons would fit better. And say Females get a +2 CON while Males get +2 STR. After all the Inner Sea Bestiary has a Race with the Sexual Dimorphism trait. Maybe look at the Lizardfold breakdown in the Race Builder as a Basis. That is how I build my Serpyntar and Lizaryn (names based on Gaeiac Monsters).

It'd be good if I could see more good examples of balanced scaled races done right. Checked your posts and threads though and I couldn't find them. Could you post a link or something, please?

Star Voter 2014

Azaelas Fayth wrote:

I thought you seemed familiar!

On-Topic: Drocanyri (Children of the World Serpent/Lizard/Dragon in Ancestral Norse) might be a good name for them. Though that might be Setting specific...

That's kickass! But you're right, it's a bit too setting sensitive. It'd be a good name for the race if they got thrown into Kobold Press' Midgard Campaign Setting though. Then again, races are often known by different names depending on the region and languages anyway. So in a Norse-inspired country like Irrisen or the Lands of the Linnorm Kings, they could be called that.

Oh yes...

Silver Crusade

Ive already linked it in this thread, but here it is again

Star Voter 2014

Azaelas Fayth wrote:

I thought you seemed familiar!

On-Topic: Drocanyri (Children of the World Serpent/Lizard/Dragon in Ancestral Norse) might be a good name for them. Though that might be Setting specific...

Forgot this: Was that familiar directed at me or Quintin?

Silver Crusade

also what did you thin of my idea for racial weapon proficincies for your lizards (just scroll a bit up, you'll see them)

Silver Crusade

TheDisgaean wrote:
Azaelas Fayth wrote:

I thought you seemed familiar!

On-Topic: Drocanyri (Children of the World Serpent/Lizard/Dragon in Ancestral Norse) might be a good name for them. Though that might be Setting specific...

Forgot this: Was that familiar directed at me or Quintin?

I believe he meant it for you, though we were exchanging name ideas for your lizards. I thought Lucagar ("c" sounds like "s") would be a cool one

Star Voter 2014

Quintin Belmont wrote:
Azaelas Fayth wrote:

A true wolf based race would have the Flexible racial adjustments. A bonus to STR or DEX based on Gender. Males would be STR females would be DEX. Then a Bonus to INT or CHA.

Wolves are strangely very personable. It is just most humans are idiots and try to threaten the wolf and that causes the wolf to act hostile.

For a Wolf inspired race like what you want +2 STR/DEX based on Gender then +2 INT and -2 WIS (think of it as their Inquisitive nature overriding Common Sense).

on the Reptiliad race they seem alright though I think Scimitar, Falchion, Shortspears(or Whip) and then Racial weapons would fit better. And say Females get a +2 CON while Males get +2 STR. After all the Inner Sea Bestiary has a Race with the Sexual Dimorphism trait. Maybe look at the Lizardfold breakdown in the Race Builder as a Basis. That is how I build my Serpyntar and Lizaryn (names based on Gaeiac Monsters).

Love your idead, both of them, however Wis does seem like an odd negative to have all things considered (plus it makes them too close to catfolk and we all know we cant have that). Also the dimorphism deal seems a bit excesssive considering that studies have shown both genders to be just as physically apt as the other (plus it feels slightly sexist, but thats just me.

As for the Lizardpeople proficiencies I think the weapons that would fit better would be Ransuers and flail/chain-like weapons. Also I think a good name for them would be Lucagar (a mix of the spanish and Italian words for Lizard). As for dimorphism, i stay the same on my opinion.

Oooh, nice name. Doesn't quite roll of the tongue though, maybe make it "Lugarto". The Spanish-Italian influence also fits their wild, showy personalities too...

Star Voter 2014

Quintin Belmont wrote:
Ive already linked it in this thread, but here it is again

Oh sorry, I meant Azaeleas' races. Thank you though.

Silver Crusade

sorry, my bad

Also I think I like Lugarto, has a nice ring to it.

Star Voter 2014

Quintin Belmont wrote:
TheDisgaean wrote:
Azaelas Fayth wrote:

I thought you seemed familiar!

On-Topic: Drocanyri (Children of the World Serpent/Lizard/Dragon in Ancestral Norse) might be a good name for them. Though that might be Setting specific...

Forgot this: Was that familiar directed at me or Quintin?
I believe he meant it for you, though we were exchanging name ideas for your lizards. I thought Lucagar ("c" sounds like "s") would be a cool one

Hmmmm...in that case, I'll have to check into this. Cuz if I know him in real life...nah, it's too unlikely.

Star Voter 2014

Quintin Belmont wrote:
also what did you thin of my idea for racial weapon proficincies for your lizards (just scroll a bit up, you'll see them)

I would have to take a look at ranseurs again, but I'm gonna make at least flail/based racial weapon like I said.

Silver Crusade

and here is the link to his dragonkin race for you


I am current;y revamping my races for the Final Printing of the ARG... They were built with the Playtest.

Basically I have one of them having +2 Con for Females and +2 STR for Females but the Genders don't really have much exterior differences.

If you take the Lizardfolk and heavily modify them you end up with my races.

Serpyntar: Are more Serpent-Like and are built more for speed with a Natural Poison. They are more Caster Oriented.

Lizaryn: Are more like a Hard Hided Lizard and have the ability to cast Bull Strength 1/Day. They are built to be more Martial Oriented.

I basically took the Lizardfolk breakdown and dropped the Swim trait switched their Language trait the Standard and then added in Extra Natural Armour for the Lizaryn and removed it from the Serpyntar. I also changed their Stats around.

Star Voter 2014

Azaelas Fayth wrote:

I am current;y revamping my races for the Final Printing of the ARG... They were built with the Playtest.

Basically I have one of them having +2 Con for Females and +2 STR for Females but the Genders don't really have much exterior differences.

If you take the Lizardfolk and heavily modify them you end up with my races.

Serpyntar: Are more Serpent-Like and are built more for speed with a Natural Poison. They are more Caster Oriented.

Lizaryn: Are more like a Hard Hided Lizard and have the ability to cast Bull Strength 1/Day. They are built to be more Martial Oriented.

I basically took the Lizardfolk breakdown and dropped the Swim trait switched their Language trait the Standard and then added in Extra Natural Armour for the Lizaryn and removed it from the Serpyntar. I also changed their Stats around.

Ah.

Star Voter 2014

Here's the latest version. While I'm working on proofreading and editting the fluff, I'm going to post the crunch. Please consult the initial post for backstory and racial relations. Also, special thanks to Azaelas Fayth for helping me come up with the new name!

Drocani

  • Type: Humanoid (Reptilian)
  • Size: Medium
  • Speed: 30 ft.
  • Sexual Dimorphism (+2 STR or CON, +2 CHA, -2 WIS): Drocani are strong in body and personality, with females being hardier (+2 CON and males being stronger +2 STR. But their stubbornness and pride has a habit of getting them in trouble.
  • Languages: Common & Draconic.
  • Bonus Languages: Dwarven, Elven, Undercommon, Giant, Gnoll, Orcish, Infernal.

Defense Traits

  • Pride: Drocani receive a +2 racial bonus vs mind affecting effects.

Offense Traits

  • Hatred: Drocani have been killed and enslaved by the dwarves, and are very bitter toward the sen’ka for forsaking Ra’Zaros-Gra. Gain +1 on attack rolls vs dwarves and sen’ka.
  • Bite: 1d4
  • Weapon Familiarity: Drocani are proficient with scimitars and treat any weapon with “drocani” in its name as a martial weapon.

Senses Traits

  • Low-Light Vision

Skill & Feat Traits

  • Caravan Child: Drocani rely on their trade unions for income and power, and as such, have an eye for spotting rival spies and bad deals. Appraise and Sense Motive are always considered class skills.
  • Androgyny: Many races have difficulty telling male and female drocani apart. Drocani receive a +2 to Disguise checks to when passing themselves off as a member of the opposite gender to members of non-scaled races.

Ages
Adulthood: 25
Intuitive: +1d6
Self-Taught: +2d6
Trained: +3d6

Middle Age: 75
Old Age: 100
Venerable: 130
Maximum Age: 140 + 3d20

Height & Weight
Height (Male/Female): 5’5’’/5’3’’
Weight (Male/Female): 120 lbs./130 lbs.
Modifier: +2d12
Weight Multiplier: x6

Drocani Weapons
I've some up with three racial weapons. Still working on the stats, so feel free to suggest something.

Magha Blade, drocani: A one-handed sword around 1 ft. long. "Magha" is an orcish loanword meaning "fang", as the serrated blade appears to have teeth. The "teeth" are designed to rip muscles and tendons to shreds, making prey easier to pursue and kill.

War Rake, drocani: A strange, two-handed polearm weapon that resembles a cross between a rake, hoe, shovel, halberd, and scythe. Originally developed as an all-purpose farming tool, it was weaponized so that farmers could better protect their crops from brigands and thieves. Slowly fell out of disuse after the fall of Ra'Zaros-Gra.

Slingnet, drocani: A bamboo, butterfly net-like contraption designed to catch fish and birds. The length of the pole can be adjusted, allowing it to be used either a sling or slingstaff. Introduced to the drocani through trade with the halflings. A favorite among drocani river pilots.


Nice!

Star Voter 2014

Azaelas Fayth wrote:
Nice!

Glad to hear it. Care to elaborate?


It Synergizes well with 9 of the 11 Core Classes.

The weapons sound awesome but still need to see their stats to completely critique them.

And they have nice abilities that actually would see use in a lot of campaigns. Though Androgyny is at best a 1RP trait...

Star Voter 2014

Azaelas Fayth wrote:

It Synergizes well with 8 of the Core Classes.

The weapons sound awesome but still need to see their stats to completely critique them.

And they have nice abilities that actually would see use in a lot of campaigns. Though Androgyny is at best a 1RP trait...

That they do.

Anyway, what are the other three classes? I'm guessing Cleric & Druid are the first two (WIS penalty and all that.).


Cleric & Druid.

& I think Ranger was the one that didn't Synergize Completely either...

Though I might have counted wrong... It might be 9 out of 11...

EDIT: Yes it is 9/11 Classes.

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