Reptilian PC Races? How to translate the Lizardfolk into a 0 HD Race!


Homebrew and House Rules


Now, Lizardfolk. People love them. They're an iconic race and in some campaigns, they can be an excellent resource for DMs as recurring enemies, wise allies or intriguing backgrounds for a campaign.

But what about people wanting to play a 'Lizardfolk' race? We have the Humanoid (Reptilian) subtype, but few actual PC Races to use with it.

Also I would link the rather informative thread that another player made about 'values' of racial abilities but Pathfinder seems to have swallowed the link and is instead linking me to the Pathfinder Store.

Here's the Link to the actual page, VoodooMike's PF Race Building Guide , and it's quite useful for building a relatively balanced race.

Racial Abilities:

+2 Strength, +2 Constitution, -2 Intelligence.

Swim Speed of 30 feet (4 points)

Natural Claw Attack (1d4) (4 points)

Hold Breath (2 points)

A natural Lizardfolk is better than this, but at the same point puts the Player on an 'even level' with his companions in terms of starting power.

I'll post more later, just got a call to go pick up a friend from hospital, seems they're kicking her out because a pair of broken legs isn't 'serious'. Ffffff....


i like it though i feel it may be underpowered compared to some of the other base races.

is there anything else that the true lizard folk have that may be applied to your race?

Sovereign Court

I agree it's a little underwhelming. Also, to put it in line with the other 'player' races i'd recommend +2 to a physical stat and +2 to a mental one.

3.5 Lizardfolk had a wisdom bonus, and were always tough adversaries. Never anything suggested about them being particularily strong though.

Thus I would actually recommend- +2 Constitution, +2 Wisdom, -2 Intelligence (reflects their primitive nature)


maybe a natural armor bonus like maybe a +1 or a +2 if its not too big.


northbrb wrote:
maybe a natural armor bonus like maybe a +1 or a +2 if its not too big.

+1 to +1


i would almost lean more toward a bit attack over a claw attack just because of the lizard folks mouth shape, it would feel more appropriate for them to have a bite over a claw attack but this is just my opinion.


I still don't think a natural attack is that overpowering, especially for a 1d4 attack. If you made it a secondary attack you could definitely make allowance for a bite attack.

Also the lizard men in the book have a swim speed of 15 ft. I've... I've been running a game in a large swamp with lizardmen as the dominant race, so I've memorized these things.

So if a secondary natural attack is half the value, and since it's just one, it's worth 1 point. Subtract 15 ft from swim speed for 2 more points to play with, and add low light vision. I would actually give lizardmen a +2 to STR, since that's what they're known for. The +2 WIS gives me fond memories of lizardmen druids and clerics circa 3.5, and a -2 to INT? Hell, last lizardman I played had 14 INT and was illiterate. Admittedly he was poison dusk, but hey, what can you do?

So my final version:

Humanoid (Reptillian)
+2 STR +2 WIS -2 INT
Land Speed 30 ft
Swim Speed 15 ft (2 points)
Natural Primary Claw attack (1d4) (4 points)
Hold Breath (1 point)*
Secondary bite attack (1d3) (1 points)

That's all the basic stuff. I have two package options I'm thinking over:

1.
+2 on acrobatics
Low light vision

2.
+1 natural armor
Make Primary Claws 1d3.
-2 Cha

*Amphibious, breathing both air and water, is 2 points. Since this ability has a limitation on it, it is less powerful than the amphibious ability and thus should cost less points.

Sovereign Court

Quite honestly for a player race i'd ditch the bites and claws... +2 Str and +2 Wis follows the one physical and mental rule, but I can't agree they should get Strength over Constitution; but either is fine.


I'd rather build up from weak to strong rather than the other way around. I agree that Natural Attacks can tend to be weak, but again I was trying to build off the Lizardfolk in the Monster Manual (Pathfinder), for the 'basic' Lizardfolk PC Race.

Perhaps a better 'build' would leave the Natural Weapons out of the equation altogether and build off the other traits?

Humanoid (Reptilian)
+2 Strength +2 Constitution -2 Intelligence
Land Speed 30 ft
Swim Speed 15 ft (2 points)
Hold Breath (1 point)
+1 Natural Armor (4 points)
+2 Racial Bonus to Swim and Acrobatics (2 points)
Low-Light Vision (1 point)

I've never understood Lizardfolk having Nightvision, given they are cold-blooded and probably wouldn't venture out into dark, cold environments, although a Swamp would probably necessitate some form of enchanced perception skills, and a healthy resistance to the diseases and poisons that abound in such environments, developed by plants, animals and the very earth itself ....

Possible 2nd variant ...

Humanoid (Reptilian)
+2 Strength +2 Constitution -2 Intelligence
Land Speed 30 ft
Swim Speed 15 ft (2 points)
Hold Breath (1 point)
+2 Racial Bonus to Swim and Acrobatics (2 points)
+2 Save Bonus vs Diseases and Poisons (2 points)
Dark-Vision (2 point)
Weapon Familiarity with Blowgun, Javelin and Morningstar.

Homebrew Feats:

Strong Jaws
Your jaws are strong enough to make a bite attack.
Prerequisites: Humanoid (Reptilian) Subtype, Monstrous Humanoid Subtype, Humanoid (Gnoll) Subtype or Humanoid (Orc) Subtype, str 13.
Benefit: You gain a bite-attack as a Primary Natural Attack, 1d6 damage for a Medium Creature, 1d4 for a Small Creature or 1d8 for a Large Creature.

Strong Tail
Your tail is strong enough to be used as a weapon.
Prerequisities: Humanoid (Reptilian) Subtype, Shapechanger Subtype, Monstrous Humanoid Subtype, Magical Beast Subtype or Humanoid (Aquatic) Subtype, str 15, tail.
Benefit: You can use your tail as a Primary Natural attack, 1d8 damage for a Medium Creature, 1d6 for a Small Creature or 1d10 for a Large Creature.
Special: The DM is the final arbiter on what sorts of tail may or may not be suitable to be used with this feat.


Sings-to-Stones wrote:
Swim Speed.... +2 Racial Bonus to Swim and Acrobatics

Just so you know a swim speed grants a +8 bonus on swim checks and a character with a swim speed can always take 10 on a swim check. You don't really need the added +2, I'd make it +2 on Acrobatics and Climb. On another note, I'd probably go with the +2 Con, +2 Wis, -2 Int to make them feel more like the other races (+2 to 1 physical stat, +2 to 1 mental stat, -2 to a physical or mental stat). On the bite/claw issue, if you do both, I'd make the bite the primary and the claw the secondary (just my 2cp). I like this idea and may use it in my homebrew world if anyone wants to play a Lizardfolk rather than one of the 10 homebrewed races I have.


Felgoroth wrote:
Sings-to-Stones wrote:
Swim Speed.... +2 Racial Bonus to Swim and Acrobatics
Just so you know a swim speed grants a +8 bonus on swim checks and a character with a swim speed can always take 10 on a swim check. You don't really need the added +2, I'd make it +2 on Acrobatics and Climb. On another note, I'd probably go with the +2 Con, +2 Wis, -2 Int to make them feel more like the other races (+2 to 1 physical stat, +2 to 1 mental stat, -2 to a physical or mental stat). On the bite/claw issue, if you do both, I'd make the bite the primary and the claw the secondary (just my 2cp). I like this idea and may use it in my homebrew world if anyone wants to play a Lizardfolk rather than one of the 10 homebrewed races I have.

I agree with you on the Swim Speed, changing the swim-bonus to perhaps Survival and Acrobatics, being able to hunt and move around the swamp out of the water would make the Lizardlings quite adaptable and possibly the apex predator in their environment.

In regards to the abiltiy scores, I'm keeping them the same as the existing Lizardfolk Scores simply because, to me, only the fittest and strongest survive, and the Lizardfolk's brains are, in a very real way, not so advanced as the average Humanoid because of their physiology and life-cycle, in the same way that a average House-Cat is smarter than a Crocodile, although the Crocodile is a more efficient predator.

A variation I am thinking of is a Gecko-Descended race, created in ages past by a Archmage who was befriended by a pair of Huge-sized Geckos of quasi-divine nature. The male died in a great battle against a Dragon, and while the Archmage wasn't able to completely revive the male, he was able to spawn a new race from his remains that is watched over today by the female of the pair as their Goddess. They live in the upper reaches of the cave-systems of mountains and are the favourite prey of Giant Eagles and other large predators due to their slow speed. The legacy of their mythical creation has imbued them with an inherent resistance to most mortal magic, and they possess soft scales with a limited ability to change colour, both as a defensive mechanism and a way of conveying their moods.

Some evil countries hunt the Gecko-Kith for their hides, which can be fashioned into beautiful Hide-Armor that can easily accept magical enhancements to resist hostile spells or create illusory effects. Gecko-Kith spare no expense to hunting down and slaying those who wear such armors, however, and many would-be trappers seeking the Gecko-Kith for such reasons often find themselves left naked on the highest peaks of the mountains for Giant Eagles and other carnivores to deal with.

Humanoid (Reptilian)
Small Size
-2 Strength, +2 Dexterity +2 Wisdom*
Land Speed 20 ft
Climb Speed 10 ft (2 points)
+4 Dodge Bonus against Animal(1 points)
+4 CMD against Bull-Rush attempts. The limbs of the Gecko-Kith end in pads tipped with thousands of tiny barbs, making it exceedingly difficult to pull them off their perches.
+2 Racial Bonus to Stealth checks due to their chameleon skins blending in with the background environment. (1 point)
-2 penalty to Bluff due to their chameleon skins giving away their emotions somewhat. (-1 point)
Dark-Vision (2 point)
Spell Resistance 6+Class Levels (4 points)

Makes a credible contender to the Kobolds as the 'little guys' of the Scaly Races. Also Geckos are cute and nobody would take them seriously until the PCs walked into an ambush and found themselves staring up at the roof of a cave that has a whole platoon of the little bastads clinging side-by-side from the stalacmites, taking aim with shortbows at the PCs because one of them made the mistake of not asking where that 'beautiful snake-skin spell-pouch' was actually made....

*Edited as per Northbrb's comment. He made a valid point... and given their distance from most other races the Wisdom ties in nicely to their survival instincts.


the only thing i would say about the small races ability adjustments is that both of the base small races gain a bonus to cha, i personally dont like the fact that they both have cha bonuses and i think that for a change you should go with a different ability


I did this system to make lizardmen and others viable 0hd races.


Sings-to-Stones wrote:
I've never understood Lizardfolk having Nightvision, given they are cold-blooded and probably wouldn't venture out into dark, cold environments,

I know that even here in Sweden, with mild summers, snakes aren't very active in the day because it's too hot. They mostly just lay sunbathing on the rocks. They seem to be the most active during late afternoon when it's not as hot. I could see that in hot environments, when it's warm both during the day and night, that they would prefer dusk or after that.


stringburka wrote:
Sings-to-Stones wrote:
I've never understood Lizardfolk having Nightvision, given they are cold-blooded and probably wouldn't venture out into dark, cold environments,
I know that even here in Sweden, with mild summers, snakes aren't very active in the day because it's too hot. They mostly just lay sunbathing on the rocks. They seem to be the most active during late afternoon when it's not as hot. I could see that in hot environments, when it's warm both during the day and night, that they would prefer dusk or after that.

Possibly lizardfolk are not entirely cold-blooded. They could be more closely related to archosaurs like dinosaurs that became warm-blooded, or they may have a means of using muscle-generated heat to warm vital areas as great white sharks do.


Quote:
I did this system to make lizardmen and others viable 0hd races.

Errrr, would it be possible to have it reprinted here? I'm a bit dubious about following links, for reasons of security. I am sorry.


Sings-to-Stones wrote:
Errrr, would it be possible to have it reprinted here? I'm a bit dubious about following links, for reasons of security. I am sorry.

Downloaded it and scanned it, seems clean.

The basic is that he toned the races down to LA +0, and made the powers into feats - something I greatly approve of. I don't like racial levels, but turning them into feats is genious.


If you have access to Dragon magazine back issues, #318 had a Lizardfolk monster class that started them as a 0HD character. Not sure how well it would work under Pathfinder, and not everyone likes the monster class method, but it's there if you want to try it.


Sings-to-Stones wrote:


I've never understood Lizardfolk having Nightvision, given they are cold-blooded and probably wouldn't venture out into dark, cold environments, although a Swamp would probably necessitate some form of enchanced perception skills, and a healthy resistance to the diseases and poisons that abound in such environments, developed by plants, animals and the very earth itself ....

Light is diffused in water the deeper you go. This is probably where the low-light vision came from. Lizardfolk spend a lot of time in the water.

One study I've seen says that sunlight is reduced by 54% to 70% at only 1 meter, depending on the time of year (angle of the sun's rays).

However, on a related topic, not all light is equal in water. Different colors in the light spectrum diffuse at different depths (I believe reds diffuse before oranges, oranges before yellows, and yellows before greens...), which is why deep water appears blue, but shallow water appears transparent.


stringburka wrote:
Sings-to-Stones wrote:
Errrr, would it be possible to have it reprinted here? I'm a bit dubious about following links, for reasons of security. I am sorry.

Downloaded it and scanned it, seems clean.

The basic is that he toned the races down to LA +0, and made the powers into feats - something I greatly approve of. I don't like racial levels, but turning them into feats is genious.

I know, I'm just awesome!

For those that can't or are wary of downloading here's the lizardfolk entry:

Lizardfolk

Lizardfolk are again quite adaptable as player characters without level adjustment, their main unbalancing features are their natural armor and natural attacks.

Lizardfolk characters have the following racial features:

+2 Strength, +2 Constitution, -2 Intelligence: Lizardfolk are hardy and strong, but view the world in very simplistic terms.
Medium Sized: Lizardfolk gain no advantages or disadvantages from their size.
Normal Speed: Lizardfolk have a land speed of 30 feet.
Swim: Lizardfolk can swim at half their land speed (if their land speed increased, their swim speed increases by half as much) and gain a +8 racial bonus on Swim check.
Hold Breath (Ex): A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Natural Attacks: All lizard folk have natural attacks with their claws and bite, each inflict a basic 1d4 damage, only the bite may be a primary attack, the claws are always secondary and any natural attacks are secondary to weapon attacks (secondary attacks are at a –5 penalty without the Multiattack feat which reduces this to –2).
Natural Armour: All lizardfolk begin with 2 points of natural armor from their tough, crocodilian hides.
Unusual Physique: Armor is difficult to manufacture for lizardfolk, and must be especially made. Lizardfolk may not wear armor not especially made for them, and any armor that is made for them is made for them must be effectively masterwork to allow them to move properly.
Cold Blood: Without the protection of special clothing or magic, you are always considered fatigued in cold conditions. Cold based attacks that you fail to save against (or that have no save) leave you slowed for one round. On the plus side, you do not burn energy as fast as warm-blooded creatures and can go three times as long before feeling ill effects from food deprivation.
Languages: Lizardfolk characters speak Draconic and Common. They may select any bonus languages from the races and cultures that surround them.

Racial Feats:

The following are the racial feats available only to lizardfolk or troglodytes:

Toughened Skin
Your thick, scaly hide combined with rigorous exercises has combined to make your skin stronger, granting you natural armor.
Prerequisite: Lizardfolk or troglodyte race.
Benefit: You gain a +1 bonus to your natural armor. Lizardfolk characters may take this feat as often as they wish.

Reptilian Agility
You are able to gain advantage of your physique and natural reflexes to increase your agility.
Prerequisite: Lizardfolk race.
Benefit: You gain a +4 racial bonus to Acrobatics checks.


This is what I did with Lizardfolk:

+2 STR and CON, -2 INT
Speed 30 ft, 10 Swim
+4 racial bonus to Acrobatics checks
+10 racial bonus to swim checks
+1 Natural Armour
Hold Breath
2 Claws and one Bite at 1d4 damage each
Starting language Draconic

It's basically the Lizardfolk by the book except without the hit dice and much less natural armour. Seemed to work fine in our game so far


Nagendra are snake like amphibious reptilians for my homebrew. They are just slighly more powerful than Pathfinder races.


Here are a few of my complete races for another setting I'm working on. The Assik will use the statistics for the lizardmen in this thread.

The five most populous species of lizard men in Mandral are the Assik, the Tunik, the Frassis, the Nushad, and the Gukoss.

(The Shornamos are not a playable race without a CR adjustment of +1 to +2)

Assik:

The Assik are powerfully built creatures, with a head resembling a monitor lizard. Their long tails are used to assist them in swimming, and their powerful jaws aid them in hunting prey. Many of this species’ tribes were very receptive to attempts at trade and learning the Mandrik language. They are typically colored a tannish brown to black with various patterns and markings. The have the statistics of a normal lizard man.

Humanoid (Reptillian)
+2 STR +2 WIS -2 INT
Land Speed 30 ft
Swim Speed 15 ft
Natural Primary Claw attack (1d4)
Hold Breath
Secondary bite attack (1d3)
+2 on acrobatics
Low light vision

Tunik:

The Tunik are a proud people who disdain those who dwell in cities. They are perhaps the most historically sound of the lizard men, and keep their records through oratory and performance rituals as well as through writing. They possess very little in the way of height, but their tails are especially long and whiplike. Their heads are very short and angular, and their scales are typically a brownish olive color. When agitated, all of the males grow more pale and gain a reddish coloration to their upper chest and throat, a black tone to their lower body, limbs and tail, and become much more aggressive. Their heads are said to turn a bright red when angered. They live in more arboreal sections of the swamps, and are excellent at ambushing. The limited trade they engage in with humans shows a strong grasp of crafting, even for rather unusual trades like gem setting. The arcane arts are surprisingly well preserved amongst them from the ages of the sorcerer kings, and it is said some of them possess the spell books of some of the great mages.

Small Size
Speed 30 ft
+1 Natural Armor
+2 Dex, -2 Str, +2 Int
Color Change (ex): When in combat or angry, the Tunik gain a +2 bonus on Intimidate checks. When out of combat or calm, they gain a +2 bonus on stealth checks.
Natural attacks: Tail Whip (1d3)
Low light vision
+2 bonus to Knowledge (history). They may select this knowledge as a class skill.


Frassis:

The Frassis are, by far, the most martial of the lizard man tribes. They are not known for their great skill in smithery, but thanks to their tough skin and strong arms even a badly made sword will do. Their martial prowess is as much about proving their strength to themselves as a people as it is proving their strength to others.

The Frassis possess small horned ridges along their brows, and along the back of their heads. They all have a scaly “beard” that can inflate to some degree when they are agitated. They have a long tail with a fine tip that is typically blackish-brown in color. The males tend to be darker tones than the females. Each has a red, blue or green tone to its head scales during adolescence. Some current fashions involving body paint may attempt to replicate this. Body paint is also used during warfare and certain rituals. Body art may also include piercing and scarring, as well as branding on less sensitive areas of the body. Mercenaries from these people may actually be hired on occasion to clear out areas near their homelands or to appear fashionable as escorts for an important meeting. In some tribes, a Frassis is not yet a man until he has made his first kill.

Medium Humanoid (reptillian)
Speed 30 ft
+2 STR, -2 INT, -2 CHA
Frassis are strong of body, but generally uneducated and irritable.
+1 Natural Armor
Brutal Swings(ex): A Frassis deals an extra 1 damage with a bludgeoning or broken weapon.
Tail Slap: 1d6 damage, primary
-2 to bluff and diplomacy. A Frassis' slight color changing ability is based on mood, and often gives away their true intentions at the worst times.
Toughness as a bonus feat

Nushad:

The Nushad are a very populous race inhabiting the highlands and the swamps of Mandral. Their cultures are different for each clan, but all will help one another in times of need. They tend to be flighty and boisterous, and combined with their fantastic coloration, this has made them the most popular in entertainment careers among Mandran culture. The Nushad, out of all the lizard men races, are the least likely to be treated as second-class citizens. Their birth rates are extremely high, and although most tribes do not encourage polygamy, certain large tribes allow it with their older members.

A Nushad stands around 3'6" to 2'8". They typically weigh around 50-30 lbs. Males and Females tend to be about the same size. Males can have a black to brown or tan coloration and a bluish coloration on their underbelly below the jaw and on their belly, and a yellow line along the side of each limb. With the females, these brighter colors tend to be more faded. Some scales are slightly pointed like spikes along the back, head and the limbs. Their tail is long a whiplike, but used more for balance than self-defense. Specific marking vary widely between tribes. For some of the smaller tribes, the tongue is often blue as well, typically either a very dark or very bright blue.

Racial Traits:
Small humanoid (Reptillian)
-2 STR +2 DEX +2 CHA
30 ft Speed
Quick Reflexes (ex): +1 on Reflex saves
+2 on Acrobatics and Perception checks
Greased Lightning (ex):+1 dodge bonus to AC, and counts as having the dodge feat for all intents and purposes. If they gain the dodge feat, it still gives it bonus.
+2 racial bonus vs slow effects and effects that would create difficult terrain. Nushad hate being delayed.

Gukoss:

The Gukoss tribe is regarded as the terror of the hilly areas of northern Mandral due to their extremely effective hit and run tactics. Generally, aside form defending their homes from invaders, the Gukoss leaders are a peaceful people. The Gukoss have a great number of artisans and an intricate written language consisting of pictograms. They also have domesticated several species of large insects to use for both home protection and as a food source. They are most likely to use chitinous armor and shields harvested from giant beetles amonst the lizardmen tribes, and will commonly melt captured weapons down to produce more arrow or spearheads from a single weapon.

A Gukoss stands around 5'4" to 6'8" and weighs around 160 to 220 pounds. A female Gukoss is slightly smaller than this. Their tails are around their body length. Their head has a long muzzle and a scaly crest down the center of their head and back, with black markings around the eyes that turn orange during the mating season. Most Gukoss are a light green when they are born, with some being born entirely brown, and their scales fading to a whitish gray, tan or very light green. As they mature, a Gukoss develops four to twelve distinct black bands around their body. If one of these bands is near their arms or legs, the coloration will often be down the entire limb to a lesser degree of a very dark gray. Their hands and feet have three of the digits around 2" to 3" longer than the standard human digit, with the "pinky" digit being only around 1/4" longer.

Medium Humanoid (Reptillian)
+2 DEX, -2 INT, +2 WIS
Gukoss are hardy and crafty, but in the end their education doesn't compare to that of a city-dwelling race.
40 ft land speed
Bite attack 1d3 Primary
Tail slap 1d6 Primary
Peace-Loving: -2 on saves vs fear and -2 on intimidate checks. Gukoss are a peaceful people at heart, and are susceptible to intimidation or frightening.
+2 on climb checks
Lazy (ex): A Gukoss is prone to spending a great deal of time still. They must sleep an extra two hours each day to get a full amount of rest, and take a -2 penalty on saves vs sleep effects. On a particularly hot day, the penalty on saves vs sleep effects increases to -4, as all they can think about is basking in the hot sun.
Speed is not reduced by armor.

Shornamos:

The Shornamos are perhaps one of the strangest species of smaller lizard men. They are very lithe and brown to black to whitish tan in color, with yellow accents to the face, ends of the limbs and the tail. They posses leathery skin flaps along their digits, their armpit and mid-legs, and along the whole of their tail, often with different patterns in the fin. The fin may have yellowish, black or even painted on markings. Clothing is very rare in their society, other than an occasional backpack, bag or belt pouch containing various essentials. Known as “Sand-Dwellers” to the other lizard men, they serve as a window into what a completely free society is like. They have no known government, aside from the occasional chieftain who is rarely served. Should a place become unpopular? Let is disappear into the sand, to be found by treasure hunters and claimed for goods. The Shornamos are also one with their element. They posses legendary perceptiveness, and the druids in a tribe can often sense a man coming from 100 miles off. They possess nictitating membranes as well, so their vision and hearing do not suffer for this additional sense. Their hearing suffers only from the construction of their skull, while very good for moving through sand, is not so good at catching sounds. Their eyes can see movement at a great distance as well, and their sleek design allows for “swimming” through the sand. With a DC 20 acrobatics check, a Sand-Dweller Lizardman can leap out of the sand while charging, gaining a speed of 60 ft during this maneuver when they come out of the ground. They take a -4 Penalty for being under 20 ft of distance prior to taking air, -8 for under 10 ft, and gain a +4 for every ten feet over. A Sand-Dweller can travel at a speed of 20 ft in the sand. If a Charging Sand Dweller moves 30 ft under the sand, and then pops out, he can travel an extra 20 feet, since his remaining speed is tripled. The movement is straight, like a jump. Coarse sand can reduce a Sand-Dweller’s speed, down 5 feet per degree of coarseness. Moving at -15 ft is like moving through small pebbles. -5 is your average beach. -20 ft would be large pieces of sheet rock.

Each one stands around 4’6” to 5’ 9” tall, and weighs 120 to 210 lbs. The males tend to have wider heads with flatter foreheads, and the females tend towards more angular skulls. The Male is also likely to have a long, thin tail, while the females tend to have a wide, flatter tail.

Shornamos (Sand-Dweller Lizardmen):
Medium size Humanoid (reptilian)
Abilities: +2 Dex, -2 Int +2 Wis -2 Cha
Natural armor bonus: +4
Speed: 30 ft (20 ft burrowing)
Natural weapons: 2 Claws (1d3), bite (1d4), Tail whip (1d3), and 2 Hind Claws (1d4, used when making a jumping attack)
Low Light vision
+4 racial bonus on visual perception checks, -2 on audio perception checks (A +2 if both would matter in detection).
Tremor sense (ex): Tremorsense 10 ft when in sand. Resting allows this range to move out 10 ft every minute, to a maximum of the lizard man’s wisdom score x 10 feet. Moving at all stop this. Solid objects count for double when determining distance (Like solid stone, not normal soil). They have tremor sense out to five feet when simply standing on sand or loose soil.
Sand Charge (ex): See description above.
Quadrupedal Movement (ex): Can crawl as a move action instead of a full round at 10 ft per move. Can charge while crawling. Cannot be holding an object in both hands while performing this act.
+8 racial bonus to hiding in deserts or areas colored in a similar way to the character’s homeland.
Desert Born (ex): +4 racial bonus on Constitution checks made to survive the harsh conditions of the desert.

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