Crazy Home Brew Lvls 1 - 3


Homebrew and House Rules


I try to plan out the start of each home brew I do and let the players decide the course of the campaign. I do this by planning two or three plot twists. I am working on one on one campaign set in a swam area and around a Barbarian tribe. the start is a coming of age thing for the one character.

Problem I was looking into the lizard folk as a rival tribe. I was also hoping to set up a druid lizard folk or on the crazy side a Lycanthrope crocodile lizard folk.

Does anyone have the stats to build lizard folk NPC's how they react to the classes. the SRD entry does not have enough info for me. I would love to make the hole Lizard Folk village.


There is a lizard folk village in one of the APs that could help you with a bit of info.

Spoiler:
Kingmaker Book 2


That is funny I have been trying to find the rules for that setting. I have a few homebrew ideas for a kingmaker setting. If i could get some basic modifiers for a pc or npc lizard man not just a monster entry I could work out the village.

I think I would start with a +2 in str and a +2 in con then go to a -2 dex and -4 cha. Maybe.


I have a PDF that converts the lizardfolk into a PC race and is very focused on them, unfortunately, I can no longer find it for sale on Paizo or RPGNow. If by sheer luck you run into "Quick and Ready to Fit In Classic Races: Lizardfolk" I highly recommend it.

That said, this PDF has less fluff information, but a good bit of crunch for lizardfolk, including one scaled down for a PC race. Their version has +2 NA, I'd drop it to +1, but otherwise it seems balanced enough.

Personally I'm using the following version:

+2 Con, +2 Wis, -2 Cha
Land Speed 30 ft., Swim Speed 40 ft.
+2 Knowledge (Nature) and Survival
+1 Natural Armor Bonus
Hold Breath
Low-Light Vision
Lizardfolk are unable to wear heavy armor of any sort.

It's a bit of a goofy balance, not going to lie, but I'm adapting from the Dawnforge campaign setting and it works for my home game.

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