Lizardfolk

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.

Though generally neutral, lizardfolks’ standoffish demeanor, staunch rejection of civilization’s “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

The lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, but they lose their swim speed and instead gain a climb speed of 15 feet.

## Racial Traits

* Ability Score Modifiers: Lizard-folk are strong and hardy, but their cold-blooded nature makes it harder for them to express themselves. (+2 Str, +2 Con, -2 Cha) (0 RP)
* Type: Humanoid (reptilian) (0 RP)
* Size: Medium (0 RP)
* Base Speed: Normal (0 RP)
* Languages: Xenophobic (0 RP) Lizardfolk start knowing their racial language only.
* Natural Armor: Lizardfolk have tough scaly skin, granting them a +1 natural armor bonus. (2 RP)

##### MOVEMENT RACIAL TRAITS

* Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks (1 RP)
* Natural Attacks: Bite 1 (RP) Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
* Natural Attacks: Claws (2 RP) Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)
* Hold Breath: Lizardfolk can hold their breath for a number of rounds equal to four times their Constitution before they risk drowning. (1 RP)
* Skills: Lizardfolk gain a +2 racial bonus to Survival skill checks (1 RP)

## Alternate Racial Traits:

### **Climber**

Some lizardfolk use powerful claws and tails to ascend cliffs or trees. These lizardfolk gain a climb speed of 15 feet and a prehensile tail. They cannot wield weapons with their tails, but they can retrieve small stowed objects carried on their persons as a move action. This racial trait replaces their swim speed and hold breath ability.

### **Chromatophore**

Some lizardfolk are born with the ability to alter their skin color, but must remain motionless to  blend into their environment. If the lizardfolk remains still for at least one round, she gains a +2 racial bonus to Stealth skill checks. This racial trait replaces the racial bonus to Survival checks.

### **Digger**

Some lizardfolk are more adept at burrowing through sand or dirt than swimming. These lizardfolk gain a burrow speed of 10 feet. This racial trait replaces their swim speed.

### Gout Of Blood

Some lizardfolk can force a jet of hot blood from their eyes out to a range of 15 feet, targeting a single creature once per day as a swift action. On a failed Will save (DC 10 + ½ the lizardfolk’s HD + lizardfolk’s Cha modifier) the target is shaken for a number of rounds equal to the lizardfolk’s Hit Dice. The gout is a supernatural, mind-affecting fear effect. It has no effect on other lizardfolk. This racial trait replaces the lizardfolk’s natural claw attacks.

### **Purple-Blooded:**

Some lizardfolk carry certain waste products through their blood, excreting excess toxins. Lizardfolk with this trait have a +2 bonus on all saving throws against poisons and natural diseases. This replaces the lizardfolk’s natural armor bonus.

### **Small**

Many remote tribes of lizardfolk are much smaller than their common kin. They are Small sized creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small lizardfolk have a +2 racial bonus to Dexterity scores and no bonus to Strength scores. Their move speed is reduced to 20 ft.

### Water Striding

The lizardfolk possesses a slight build and broad feet. When running or charging they treat the surface of calm water, mud, or even quicksand as normal solid ground. Choppy or rough water is considered difficult terrain. If the lizardfolk ends their movement in the substance for any reason they sink as normal. This racial trait replaces the lizardfolk’s racial bonus to Survival.

## **Favored Class Options**

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Lizardfolk have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Lizardfolk who have the listed favored class.

* Antipaladin: Add a +1/3 circumstance bonus on critical hit confirmation rolls while using smite good (maximum bonus +5). This bonus does not stack with Critical Focus.
* Arcanist: Add +1/3 to the DC to one of the arcanist’s exploits.
* Barbarian: Add +1 round of rage per day
* Bard: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the bard is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
* Bloodrager: Add +1 round of bloodrage per day.
* Brawler: Add +1 to the brawler’s CMD when resisting a trip or grapple attempt.
* Cavalier: Add a +1/2 bonus to Acrobatics and Handle Animal checks.
* Cleric: Add a +1/4 bonus on caster level checks to overcome the spell resistance of dragons or creatures with the aquatic or reptilian subtypes.
* Druid: Add a +1/2 bonus on Knowledge (nature) and Survival checks in swamps or aquatic environments.
* Fighter: Add a +1/4 bonus to Will saves fear effects created by creatures of the dragon type or aquatic subtype.
* Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
* Hunter: Choose one ranged weapon. Add +1 foot to the range increment of that weapon. This option has no effect unless the hunter has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
* Investigator: Add +1/4 rounds to the duration of the insight bonus granted by studied combat.
* Magus:Add one of the following to the magus’ list of arcane pool weapon special abilities: conductive, corrosive, corrosive burst, menacing, countering UE, furyborn UE, wounding, vicious. Once selected, it cannot be changed.
* Monk: Add +1/2 to Acrobatics checks to cross narrow surfaces and to Escape Artist checks.
* Ninja: Add +1/4 point to the ninja’s ki pool.
* Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
* Paladin: Add a +1/3 circumstance bonus on critical hit confirmation rolls while using smite evil (maximum bonus +5). This bonus does not stack with Critical Focus.
* Ranger: Add +1/4 to a single existing humanoid favored enemy bonus (maximum bonus +1 per favored enemy).
* Samurai: Add +1/6 of an extra roll to the samurai’s resolute ability when using resolve (maximum 1 extra roll, allowing the samurai to roll three times on a Fort or Will save and take the best result).
* Shaman: Add +5 feet to the range of one hex with a range other than “touch.”
* Skald: Add one spell from the bard spell list to the skald’s list of spells known. This spell must be at least one level below the highest spell level he can cast.
* Slayer: The slayer gains +1/6 of a new slayer talent.
* Sorcerer: Add +1/2 point of acid damage to sorcerer spells cast that deal acid damage.
* Summoner: Monsters summoned by the summon monster ability gain a +1/6 natural armor bonus to their armor class.
* Swashbuckler: Add +1/4 to the swashbuckler’s damage rolls on riposte attacks after a successful parry.
* Witch: The witch gains +1/6 of a new witch hex.
* Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.

 Racial Feats (Playtest)

### Brutal Bite (Combat)

You are adept at tearing into your prey with a mouthful of vicious teeth.

**Prerequisites**: Furious Focus, Lizardfolk.

**Benefit**: Your bite attack adds 1-½ times your Strength modifier to damage rolls. This increases any bonus to damage from the Power Attack feat by half (+50%).

### Burst of Speed

You can surprise prey with your quickness at the beginning of combat.

**Prerequisites**: Lizardfolk.

**Benefit**: During the surprise round or first round of combat, you may move up to triple your speed if you charge a surprised or flat-footed creature.

### Cold Demeanor

Your thoughts are reptilian in nature and hard for mammals to understand.

**Prerequisites**: Lizardfolk

**Benefit**: Any Sense Motive skill checks made regarding you take a -3 penalty  unless the creature possesses the reptilian subtype, this penalty increases to -6 at 10 HD. This does not include Sense Motive checks made to resist a feint in combat, but does include checks made to determine if you are enchanted, or to discern secret messages you attempt to transmit.

### Jump Attack (Combat)

You can jump on opponents and knock them around

**Prerequisites**: Acrobatic, Leaping Legs, Lizardfolk.

**Benefit**: If you successfully jump at least 20 feet horizontally or 5 feet vertically when making a charge attack, you may leap through the air to land on an opponent. If the charge attack hits, you may make a free bull rush or overrun combat maneuver against the opponent. This does not draw an attack of opportunity. You gain a +1 circumstance bonus to your CMB on the maneuver for every additional 10 feet of horizontal or 5 feet of vertical distance you jump as part of the charge.

### Leaping Legs

Your powerful legs can launch you great distances.

**Prerequisites**: Acrobatic, Lizardfolk.

**Benefit**: You always count as having a running start when making Acrobatics checks to jump in addition, the DC for all acrobatics checks to jump is halved.

### Still Swimmer

You can swim through water without leaving ripples or signs of your passage.

**Prerequisites**: Stealthy, swim speed, Lizardfolk.

**Benefit**: While swimming, you may reduce the penalty for using stealth while moving by 5 and may make a stealth check while running or charging at a -20 penalty (this number includes the penalty reduction from this trait).