Iksar are a race of lizardfolk that have lived in hot swamp lands for centuries, separated and relatively isolated from other races. They have a savage and warlike culture, and tend to lean toward evil deeds, as they worship the God of Chaos. Despite this, a few Iksar have left their homeland, exploring the world and its wonders and prejudices alike. Iksar tend to view other races as silly or ignoble and tend to make friendships one on one, than to a race as a whole. Other races view Iksar as monstrous and hideous, as well as mysterious, due to their isolated nature which ensures that not many are aware of the Iksar race.
Physical Description: Iksar resemble bipedal reptilian humanoids. Their imposing frame stands between 6 and 7 feet tall, with bodies covered in gray, green, or brown scales. Their heads are adorned with brightly colored dorsal frills or spiky spines and have short crocodilian snouts. Although their 4-foot long tails often drags on the ground behind them while on land, it allows them remarkable stability and great maneuverability in the water. Their scales are thicker and harder than that of a normal lizard.
Standard Racial Traits (20 RP)
Ability Score Racial Traits: Iksar are strong, fast and smart, though generally unpleasant to be around. They gain +4 Strength, +2 Dexterity, +2 Wisdom, and –4 Charisma.
Type: Iksar are humanoids with the reptilian subtype.
Medium: Iksar are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Iksar have a base speed of 30 feet.
Languages: Iksar begin play speaking Draconic. Iksar with high Intelligence scores can choose from the following: Aquan, Common, Infernal and Orc. See the Linguistics skill page for more information about these languages.
Heavily Scaled Skin: Due to the thickness of scales, Iksar gain a +3 Natural Armor bonus.
Cold-blooded: Due to the nature of reptilian cold blood, Iksar gain Fire resistance 5, but are vulnerable to cold, taking 50% more damage.
Fast Healing: regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
Natural Swimmer: Iksar gain a +4 racial bonus on Swim checks and can always take 10 while swimming. Swim is always considered a class skill for Iksar.
Survivalist: Survival is always considered a class skill for Iksar.
Carrion Sense: Iksar have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Infravision: Iksar can see heat, rather than light. Warm bodies are like torches, with a 20 foot radius.
Unsociable: Iksar take a -2 racial penalty to Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and Perform.