Saurial

==Bladeback Saurial==
: * If ability scores allow an XP bonus, then a 9 maximum becomes a 10 maximum. These maximums are theoretical based on the small sample available for study.
Special Advantages: If necessary, saurials can use their ancient fighting methods. Bladebacks claw twice (1d4 damage each) and swing their razored tails at rear attackers (1d6).
All saurials receive a +2 saving throw bonus against sound-based attacks (such as a harpy charm or a shout spell).
Special Disadvantages: Saurials do not get percentile ratings for Strength regardless of class. Saurial wizards cannot use other races' spell books or scrolls.
Saurials forced to use non-saurial weapons suffer a -1 attack penalty.
Gas- or scent-based attacks, such as poison gas and stinking cloud spells, have a greater effect on saurials. They receive a -2 penalty to saving throws against these attacks.
Bladebacks take damage as large creatures.
If exposed to prolonged cold, saurials fall into a torpor called cold sleep. They can resist this for a number of turns equal to their size (flyers, 3 turns; hornheads 10 turns). Times can be doubled if they wear insulated clothing. Warmth revives them one to two hours. More than a day in the cold causes death.
Languages. Saurials cannot speak any human or humanoid language. Their voices are pitched too high for humans to hear, though the olfactory portion of their own language can be detected. They emit scents which carry their emotions, and these can be interpreted by humans familiar with saurials. Those saurials who are PC adventurers usually have some magical item that allows them to communicate with their non-saurial companions.
Weapon Proficiencies: Any saurial weapons usable by their class are allowed. Fighters can become proficient in non-saurial weapons.
==Finback Saurial==
: * If ability scores allow an XP bonus, then a 9 maximum becomes a 10 maximum. These maximums are theoretical based on the small sample available for study.
Special Advantages: If necessary, saurials can use their ancient fighting methods. Finheads have claws (1d3/1d3) and their whip tail (1d2).
All saurials receive a +2 saving throw bonus against sound-based attacks (such as a harpy charm or a shout spell).
Special Disadvantages: Saurials do not get percentile ratings for Strength regardless of class. Saurial wizards cannot use other races' spell books or scrolls.
Saurials forced to use non-saurial weapons suffer a -1 attack penalty.
Gas- or scent-based attacks, such as poison gas and stinking cloud spells, have a greater effect on saurials. They receive a -2 penalty to saving throws against these attacks.
If exposed to prolonged cold, saurials fall into a torpor called cold sleep. They can resist this for a number of turns equal to their size (flyers, 3 turns; hornheads 10 turns). Times can be doubled if they wear insulated clothing. Warmth revives them one to two hours. More than a day in the cold causes death.
Languages. Saurials cannot speak any human or humanoid language. Their voices are pitched too high for humans to hear, though the olfactory portion of their own language can be detected. They emit scents which carry their emotions, and these can be interpreted by humans familiar with saurials. Those saurials who are PC adventurers usually have some magical item that allows them to communicate with their non-saurial companions.
Weapon Proficiencies: Any saurial weapons usable by their class are allowed. Fighters can become proficient in non-saurial weapons.
==Flyer Saurial==
: * If ability scores allow an XP bonus, then a 9 maximum becomes a 10 maximum. These maximums are theoretical based on the small sample available for study.
Special Advantages: If necessary, saurials can use their ancient fighting methods. Flyers employ their claws and bite (1d2/1d2, 1d2).
All saurials receive a +2 saving throw bonus against sound-based attacks (such as a harpy charm or a shout spell).
Flyers fly at a speed of 24 and have a maneuver class of C.
Special Disadvantages: Saurials do not get percentile ratings for Strength regardless of class. Saurial wizards cannot use other races' spell books or scrolls.
Saurials forced to use non-saurial weapons suffer a -1 attack penalty.
Gas- or scent-based attacks, such as poison gas and stinking cloud spells, have a greater effect on saurials. They receive a -2 penalty to saving throws against these attacks.
If exposed to prolonged cold, saurials fall into a torpor called cold sleep. They can resist this for a number of turns equal to their size (flyers, 3 turns; hornheads 10 turns). Times can be doubled if they wear insulated clothing. Warmth revives them one to two hours. More than a day in the cold causes death.
Languages. Saurials cannot speak any human or humanoid language. Their voices are pitched too high for humans to hear, though the olfactory portion of their own language can be detected. They emit scents which carry their emotions, and these can be interpreted by humans familiar with saurials. Those saurials who are PC adventurers usually have some magical item that allows them to communicate with their non-saurial companions.
Weapon Proficiencies: Any saurial weapons usable by their class are allowed. Fighters can become proficient in non-saurial weapons.
===Flight Lance===
 Flight Lance
Cost(gp)	Wgt(lbs)	Size	Type	SpeedFactor	Damage	Damage
Cost(gp)	Wgt(lbs)	Size	Type	SpeedFactor	S-M 	L
6 	5 	L 	P 	6 	1d6+1 	2d6
This lance has a 10-foot long shaft of tough wood with a sharp stone head, and fletched ends. It is used by flying humanoids as a shock or impact weapon. The flight lance is hurled at the end of a swooping attack and can impale the target.
==Hornhead Saurial==
: * If ability scores allow an XP bonus, then a 9 maximum becomes a 10 maximum. These maximums are theoretical based on the small sample available for study.
Special Advantages: If necessary, saurials can use their ancient fighting methods. Hornheads use claws (1d4/1d4), their tail (2d4), can charge with their horns (2d6).
All saurials receive a +2 saving throw bonus against sound-based attacks (such as a harpy charm or a shout spell).
Special Disadvantages: Saurials do not get percentile ratings for Strength regardless of class. Saurial wizards cannot use other races' spell books or scrolls.
Saurials forced to use non-saurial weapons suffer a -1 attack penalty.
Gas- or scent-based attacks, such as poison gas and stinking cloud spells, have a greater effect on saurials. They receive a -2 penalty to saving throws against these attacks.
Hornheads take damage as large creatures.
If exposed to prolonged cold, saurials fall into a torpor called cold sleep. They can resist this for a number of turns equal to their size (flyers, 3 turns; hornheads 10 turns). Times can be doubled if they wear insulated clothing. Warmth revives them one to two hours. More than a day in the cold causes death.
Languages. Saurials cannot speak any human or humanoid language. Their voices are pitched too high for humans to hear, though the olfactory portion of their own language can be detected. They emit scents which carry their emotions, and these can be interpreted by humans familiar with saurials. Those saurials who are PC adventurers usually have some magical item that allows them to communicate with their non-saurial companions.
Weapon Proficiencies: Any saurial weapons usable by their class are allowed. Fighters can become proficient in non-saurial weapons.
==Saurial Weapons==
 Saurial Weapons
Item 	Cost(gp)	Wgt(lbs)	Size	Type	SpeedFactor	Damage	Damage
Item 	Cost(gp)	Wgt(lbs)	Size	Type	SpeedFactor	S-M 	L
Bladeback flail	20 	25 	L 	B 	9 	1d8+1 	2d6
Bladeback mace 	15 	16 	L 	B 	9 	1d8+1 	1d8
Hornhead staff 	5 	20 	L 	B 	6 	2d6 	2d6
Saurial Weapons: Saurial weapons perform much as human-made equivalents. Weapons of note include the bladeback mace, the bladeback flail, and the hornhead staff. All saurial weapons are designed for the saurial physiology, having shorter grips, unusual protrusions, and barblike tips.
Non-saurials trying to use saurial weapons suffer a -1 attack penalty. Likewise, saurials suffer a similar -1 penalty when using nonsaurial weapons.