You're A Lizard, Harry

Friday, September 6, 2019

Those of you who have been following the Oblivion Oath campaign on Paizo’s Twitch channel are likely already familiar with Zel, the lizardfolk adventurer who has been caught up in strange and frankly creepy events beyond his control. Jason Bulmahn stressed that lizardfolk—or iruxi, as they call themselves—would not be a player ancestry in the Pathfinder 2E Core Rulebook, but us developers have known for a while that they’d be quickly following along on the Core Rulebook’s coattails. In fact, Zel has been using the final lizardfolk ancestry rules for a while, and with the upcoming release of the Lost Omens Character Guide, you’ll soon be able to do the same!

In the case of the Pathfinder developers and designers, this also gives us an opportunity to expand upon lizardfolk in ways we haven’t had the opportunity to do so until now. There have been hints of a more robust lizardfolk culture scattered across multiple Paizo products, but oftentimes, those hints never coalesced into anything tangible for the PCs to encounter during adventures. Most meetings with the iruxi follow the exact same template—an isolated tribe of lizardfolk living in simple, ramshackle huts in the middle of a jungle or swamp.

A pair of spear-wielding lizardfolk druids move cautiously through a sinister-looking forest, observed by pairs of glowing red eyes in every bush and tree.

Illustration by Mary Jane Parajon

When outlining the iruxi entry for the Lost Omens Character Guide, I asked for something that was truly primordial. Much like crocodiles or sharks, lizardfolk have been present on Golarion for spans of time that are unfathomable to the human mindset. Iruxi are old enough that some of their treasured ancestors are actually fossils. They had nations that were ancient before the elves even set foot on the planet, and they survived through the destruction of Earthfall not by fleeing or by magic, but by simple virtue of their nature as highly adapted predators. They may not have changed in millions—or even billions—of years, but that’s because they’re so well-evolved for their lifestyle that they haven’t needed to.

(Though if we follow the crocodile and shark metaphors too far, that might imply the existence of titanic lizardfolk that existed in prehistoric times. Eek!)

With the inexorable advance of faster-lived mammalian peoples across the globe, however, the iruxi are finding they cannot keep solely to themselves and their old ways anymore. Lizardfolk have so far preferred to be patient and think things through thoroughly before acting, but the tide is starting to turn, and more iruxi are turning their gaze to collaboration with other civilizations. Like hobgoblins and leshies, lizardfolk are an Uncommon ancestry. They are most welcome in lands such as the Mwangi Expanse, where the iruxi nation of Droon in southern Garund is a well-known fact, or in lawless wilds such as the River Kingdoms or the deserts of the Golden Road. While an iruxi might find acceptance elsewhere, many people react to lizardfolk in the same way that they might respond to finding a large alligator lying on their sofa and wearing their slippers. That is to say, for all you reptile fans out there who are about to claim to be delighted by such a thing, not well.

A crouching green lizardfolk with a huge, muscular tail uses a crude knife to open a clam.

Illustration by Mary Jane Parajon

Lizardfolk get 8 Hit Points from their ancestry, are Medium, and have a speed of 25 feet. A lizardfolk speaks Common and Iruxi, plus any additional languages they might pick up. As apex predators, they get an ability boost to Strength, and their incredible patience in the face of pressure and adversary gets them another ability boost in Wisdom. They also get one free ability boost to put in any score. Much like snakes, sharks, and crocodiles, lizardfolk don’t tend to focus much on knowledge outside of the practical, so they get an ability flaw to Intelligence. Neither lizardfolk nor their unfortunate prey consider this much of a weakness, however—lizardfolk are hard to fool, possess razor sharp claws that grant them an unarmed strike, and have the ability to hold their breath for a long time while they quietly lie in wait.

Many iruxi ancestry feats focus on enhancing their physical prowess, as they learn to adapt their formidable natural abilities to an adventuring lifestyle. Iruxi can gain a powerful tail whip attack, use their affinity for natural terrain to catch foes off balance, and further hone their skills with unarmed combat. They also have a few reptilian tricks up their sleeves, such as the ability granted by the following ancestry feat:

SHED TAIL (reaction)FEAT 5
LIZARDFOLK
Prerequisites: Tail Whip
Trigger: You become grabbed.
Requirements: You have a fully grown tail.

You can shed your tail to escape. You cease being grabbed, then Stride without triggering any reactions from the creature that grabbed you. It takes 1 week for your tail to fully grow back. Until it does, you can’t use your tail unarmed attack, and you take a –2 circumstance penalty on checks to Balance.

A stern-looking gray lizardfolk with a row of spines running down its back clutches an ornately carved pointed bone weapon in one hand.

Illustration by Mary Jane Parajon

Along with suggestions for some common Core Rulebook backgrounds appropriate for lizardfolk, the iruxi ancestry entry also notes lizardfolk culture’s love of astrology. As one of the first societies to master telling time by the stars, astrological divination followed soon after, and has become both a point of pride and a way of life to most iruxi. This love of astronomy has found lizardfolk a few friends in the form of displaced Lirgeni astrologers, and GMs might even consider allowing iruxi PCs to take Lirgeni human astrology feats present in earlier sections of the Lost Omens Character Guide!

Eleanor Ferron
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DJ Patch wrote:
David knott 242 wrote:

I did a search for "darkvision" in the Lost Omens Character Guide PDF and came up with the following:

Human: 5th level feat for Nidalese ethnicity
Hobgoblin: Default ability
Leshy: Fungus Leshy heritage

Hellknight Signifer: 10th level feat

I found nothing about darkvision for lizardfolk -- but apparently they do have the only option I have seen so far (the 1st level Parthenogenic Hatchling feat) for making a character with no father. While they do not directly say so, they strongly imply that such a character must be female (as a character with this feat is an exact genetic clone of her mother).

You're definitely reading the implication that was indeed intended! To me, it was a nice intersection of really old Pathfinder lore (as far back as Classic Monsters Revisited), real-world biology, and game mechanics. That kind of detail really grounds a setting like Golarion for me. And it can be an adventure springboard: If you come across an iruxi settlement that is predominantly women because of many such hatchlings, you know they've been through a rough time. Maybe some adventurers can help them out?

BUT the text is just vague enough (and biology weird enough, especially fantasy biology) that if you really want to play a male parthenogenic hatchling you should feel free--maybe that's just how chromosomes work in your world, or maybe your character is one in a million (with interesting story/destiny implications--think Dune's Paul Atreides).

Do what's fun for YOUR table!

Real world biology is weird enough to cover this. Some species have a ZW sex-determination system rather than the commonly known XY sex-determination system. Under this system the female is the sex with both Z and W chromosomes while the male has two Z chromosomes. Under this system females reproducing parthenogenetically can produce both female offspring (ZW) and male offspring (ZZ). (The third type, WW, usually don't survive.)

Komodo dragons have such a ZW system and have also been known to occasionally reproduce parthenogenetically, so there is a real-world example of a lizard that can parthenogenetically produce both male and female offspring.


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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Gisher wrote:
DJ Patch wrote:
David knott 242 wrote:

I did a search for "darkvision" in the Lost Omens Character Guide PDF and came up with the following:

Human: 5th level feat for Nidalese ethnicity
Hobgoblin: Default ability
Leshy: Fungus Leshy heritage

Hellknight Signifer: 10th level feat

I found nothing about darkvision for lizardfolk -- but apparently they do have the only option I have seen so far (the 1st level Parthenogenic Hatchling feat) for making a character with no father. While they do not directly say so, they strongly imply that such a character must be female (as a character with this feat is an exact genetic clone of her mother).

You're definitely reading the implication that was indeed intended! To me, it was a nice intersection of really old Pathfinder lore (as far back as Classic Monsters Revisited), real-world biology, and game mechanics. That kind of detail really grounds a setting like Golarion for me. And it can be an adventure springboard: If you come across an iruxi settlement that is predominantly women because of many such hatchlings, you know they've been through a rough time. Maybe some adventurers can help them out?

BUT the text is just vague enough (and biology weird enough, especially fantasy biology) that if you really want to play a male parthenogenic hatchling you should feel free--maybe that's just how chromosomes work in your world, or maybe your character is one in a million (with interesting story/destiny implications--think Dune's Paul Atreides).

Do what's fun for YOUR table!

Real world biology is weird enough to cover this. Some species have a ZW sex-determination system rather than the commonly known XY sex-determination system. Under this system the female is the sex with both Z and W chromosomes while the male has two Z chromosomes. Under this system females reproducing parthenogenetically can produce both female offspring (ZW) and male offspring (ZZ). (The third type, WW, usually don't survive.)

Komodo...

Cool! Thanks for this! I also dig Deadmanwalking's comment as well. So there's lots of room to play within the text and explore beyond it, which is always the ideal.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

In the ZW sex-determination case, though, the offspring is not a clone of the mother and about half of the mother's genes are lost when she reproduces parthenogenically -- so this is something that will only work every few generations.

You would only have to go with a tribe of all-female clones if they always reproduce that way -- which means that they quite pointedly do not randomly select which genes are passed on.


David knott 242 wrote:


In the ZW sex-determination case, though, the offspring is not a clone of the mother and about half of the mother's genes are lost when she reproduces parthenogenically -- so this is something that will only work every few generations.

You would only have to go with a tribe of all-female clones if they always reproduce that way -- which means that they quite pointedly do not randomly select which genes are passed on.

I think that's right. I believe that the process I described is automictic parthenogenesis which utilizes meiosis to produce half-clones, whereas the process described in the feat is apomictic parthenogenesis which is non-mieotic and so produces full clones. I'm sure we have a few biology experts here that can clarify this.


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I'm no biology expert either, but there seems to be cases of parthenogenesis with usually all female offsprings but which switches to all male periodically some time of the year.
Seems like a cool way to keep the flavor of an asymmetrical gender ratio, while also tying iruxi biology to their love of astrology, since I assume predicting the arrival of male hatchlings would be a big deal in, say, a mostly female insular community. Especially if we make the cycle longer than a year, like a once-in-a-decade event.

Anyway, it sure is pretty nice to have these bits of lore sprinkled everywhere, like on an otherwise generic disease resistance feat !

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