Saurian

Saurians are a cold-blooded reptilian humanoid hailing from the warmest or wettest parts of your world. Their people are generally covered in fine scales, possess long tails, and have broad lizard-like heads with wide-set eyes and mouths, but appearance can vary widely. Poisonous Saurians are often decorated with brightly contrasting bands of color, while others have rainbow-colored scales, bony crests, rotating eyes, long sticky tongues, or even membranous wings! Saurians are born in clutches of eggs and hatch alone, their sires having moved on well before. This hard beginning bred in you a deep independence and a knack for innovation. You believe adaptation is the best path to survival and so you’re quick to pick up new skills, technologies and other ways to overcome the odds. Though your clutch-mates are your only “family,” you get along well with members of all species. Accepting longtime companions as extensions of your clutch is the highest honor you bestow.

**Common Personality Traits:** Clever, independent, misunderstood, pragmatic, self-reliant

**Common Physical Traits:** Sleek body, hissing lisp, large protruding eyes, cool skin, clawed hands

**Example Names:** Ssathryn, Tlaxec, Naryss, Xysstos, Morthyss

### **Lizardman**

* **Type:** Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.
* **Attributes:** +2 Dexterity, +2 to any 1 attribute, –2 to any 1 attribute
* **Base Speed:** 30 ft.
* **Agile Defense:** Your base Defense increases by 1.
* **Cold-Blooded:** You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage —

such as from the environment — you are sickened until you escape the source of the damage.

* **Darkvision I:** You ignore the effects of dim and faint light.
* **Natural Attack:** You gain the Bite I and Tail Slap I natural attacks (see page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

### **Draconic Heritage (Dragonborn)**

*You’re a descendant of mighty dragons, feared and admired by all.*

* **Prerequisites:** [Level 1 only]
* **Benefit:** You gain thick hide 3 and are always considered to have a mage’s pouch (see pages 13 and 159, respectively). When taking the Basic Skill Mastery feat you have access to a new skill pair: Conqueror (Impress & Tactics).

#### **Draconic Legacy**

*Your ancestry’s draconic promise manifests fully in you.*

* **Prerequisites:** Saurian or Human, Draconic Heritage
* **Benefit:** The higher of your Strength or Intelligence scores increases by 1. You may also breathe fire and select feats as if you’re a Drake (see page 9).
* You may choose to grow leathery wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you find it difficult to subdue your imperious nature, suffering a –5 penalty with Blend checks.

### **Jungle Clutch (Khamai)**

*The khamai are secretive tree-dwellers with a luminescent* hide that changes color to match their surroundings.

* **Prerequisites:** Saurian, [Level 1 only]
* **Benefit:** You gain a +2 bonus with Climb checks and are always considered to have climber’s gear. Also, you may temporarily gain chameleon I as a 1 minute action, matching the surrounding terrain (see page 231). This camouflage is lost when you sleep or replace it with a new terrain.

#### **Jungle Crest**

*As a khamai ages, his body adapts into that of a deadly hunter, with huge rotating eyes and a long and sticky tongue he can use to snare prey.*

* **Prerequisites:** Jungle Clutch
* **Benefit:** You may no longer be flanked and you may Handle Items and start Grapples within 10 ft, moving the target into your square.

### **Swamp Clutch (Gripply)**

*The cave-dwelling effet have soft, quick-healing bodies*
adapted for survival in the cold, dark places of the world.

* **Prerequisites:** Saurian, [Level 1 only]
* **Benefit:** You gain a +2 bonus with Swim checks and aquatic I (see page 230). You also gain regeneration 1 though only while completely submerged in water (see page 234). Finally, you also gain Achilles heel (heat).

#### **Swamp Crest (Gripply)**

*The poisonous hides of alpha effet ensure they can protect their tribes from the many predators that stalk their subterranean homeland.*

* **Prerequisites:** Swamp Clutch
* **Benefit:** You gain natural defense (lethal damage) (see page 234).

### **Desert Clutch (Naja)**

*The hooded Naja have a fearful hiss that paralyzes their foes.*

* **Prerequisites:** Saurian, [Level 1 only]
* **Benefit:** You gain the menacing threat NPC quality (see Fantasy Craft, page 234)

#### **Desert Crest**

*The serpentine grace of elder Naja mesmerizes prey, readying*
them for a quick and merciful death.

Prerequisites: Desert Clutch

* **Benefit:** You gain the beguiling NPC quality (see Fantasy

Craft, page 231).You also gain a trick.

* **Kali’s Kiss (Bite Attack Trick):** If the target is a standard

character with a lower Constitution score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick a number of times per combat equal to the number
## of Species feats you have.

### **River Clutch (Gatormen)**

*The squat, rugged kaimyn live in slow-moving rivers and swamps, eating anything that dares intrude.*

* **Prerequisites:** Saurian, [Level 1 only]
* **Benefit:** You gain thick hide 3 (see Fantasy Craft, page 13) and the aquatic I NPC quality (see Fantasy Craft, page 230), but your Ground Speed drops by 10 ft.

#### **River Crest**

*The sluggish elder kaimyn have deadly jaws they use to drag their prey beneath the surface.*

* **Prerequisites:** River Clutch
* **Benefit:** Your Bite increases to grade II and gains the grab upgrade (see Fantasy Craft, page 236). However, you lose your Tail Slap attack.

### **Rock Clutch (Basilisks)**

The rare bakilis peoples are frequently driven from civilization
by those fearful of their fell gaze.

* **Prerequisites:** Saurian, [Level 1 only]
* **Benefit:** Once per round, you may make a Gaze attack that inflicts 2d6 stress damage and has a threat range of 19–20. Each character hit may make a Reflex Save (DC 10 + the number of Species feats you have + your Wis modifier) to suffer only 1/2 damage (rounded down). However, your Dexterity score drops by 2 and the Disposition of any character who’s aware of your species and doesn’t share your native culture worsens by 10.

#### **Rock Crest**

*The crown-like crests of wizened bakilis are a sign for the*
wary… to run.

* **Prerequisites:** Rock Clutch
* **Benefit:** Your Ground Speed drops by 10 ft. and you gain a

trick.

* **Eyes of Stone (Gaze Attack Trick):** If the target is a standard character and he fails his Reflex save, he is instead turned into stone. You may use this trick a number of times per combat

## equal to the number of Species feats you have.

### **Sky Clutch (Pterradans)**

The oldest saurian species, Pterradans have a thick membrane
between their arms and legs that lets them glide through the air.

* **Prerequisites:** Saurian, [Level 1 only]
* **Benefit:** You suffer no damage from falling so long as you aren’t paralyzed, unconscious, or dying. Also, when you make a running horizontal jump, the distance you travel is doubled and is no longer limited by your height (see Fantasy Craft, page 69). You lose these abilities if you wear moderate or heavy armor.

#### **Sky Crest**

*Ancient Pterradans ride the hot desert winds with heavy*
leathery wings.

* **Prerequisites:** Sky Clutch
* **Benefit:** You gain winged flight 40 ft. (see Fantasy Craft,page 227).

### **Toxin Sack**

*You generate deadly venom, which you can deliver through one of your natural attacks.*

* **Prerequisites:** Drake or Saurian, Bite or Claw natural attack,

Level 1 only

* **Benefit:** One of your Bite or Claw natural attacks can transmit one of the following poisons (chosen when you gain this feat): agonizing, blinding, enraging, necrotic, numbing, paranoia, putrid, sickening, or slowing (see Fantasy Craft, Table 4.12, page 166). This poison is only transmitted to a target who suffers 1 or more damage after Reduction and Resistances, and may be withheld on an attack-by-attack basis. You may only transmit the attack’s poison a number of times per combat equal to the number of Species feats you have.

### **Dragon Tailed**

You have a massive wyrm’s tail in place of legs.

* **Prerequisites:** Drake or Saurian, Level 1 only
* **Benefit:** Your base Defense increases by 1 but your ground Speed drops by 10 ft. and you may not use Kick tricks. You also gain the improved stability NPC quality and the Tail Slap I natural attack (see Fantasy Craft, pages 234 and 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).

### **Saurian Blood**

*Though rare, half-Saurians display a serpentine grace that many folk find enchanting.*

* **Prerequisites:** Non-Saurian Folk, [Level 1 only]
* **Benefit:** The higher of your Dexterity or Charisma scores rises by 1 (your choice in the case of a tie), your base Defense increases by 1, and you may select feats as if you’re a Saurian.
* **Special:** You may only have 1 “Blood” feat. When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.'