Lizardfolk PC adaptation

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Go0gleplex
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Lizardfolk PC adaptation

Post by Go0gleplex »

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serleran
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Post by serleran »

Here was mine:

Skaar

BtH: Level -1 (as ranger)

HD: d10

Prime: Dexterity

Weapons Allowed: Limited (as monk)

Armor Allowed: None (as wizard)

Abilities: Taste, Darkvision 60 ft, Aquatic Nature, Natural Armor, Chameleon, Scale, Thermal Vulnerability, Light Blindness, Limited Regeneration, Natural Weaponry, Rush, Illiterate, Brood

Attribute modifiers: +2 Dexterity, -2 Wisdom

Taste (Wisdom): Like many reptiles, a skaar has sensitive receptors along its tongue. The skaar can use this to their advantage, gaining the same function as the scent ability as written in Monsters and Treasure.

Darkvision 60 feet: This ability is identical to that of the PHB ability of the same name.

Aquatic Nature: Skaar are amphibious, able to submerge in water for a time, but prefer to remain on dry land. This ability effectively grants the skaar a swim speed of 40 feet (they cannot use their Rush ability while swimming), and grants the Hold Breath ability of the lizardman as found in Monsters and Treasure.

Natural Armor: A skaar has a hide of thick scales, able to deflect or bend all but the most persistent attacks, granting the skaar the Unarmored Defense ability of the monk class, with an additional +2 AC, incrementing as normal.

Chameleon (Dexterity): Skaar can conceal, as the ranger ability, their locations in natural conditions, but only that of their native terrain (the land type in which the skaar was born.) Additionally, should a skaar become submerged at a depth greater than 90 feet, they become effectively invisible.

Scale (Dexterity): Due to the elongated claws a skaar possesses, they are able to climb nearly any surface. This ability is the same as that of the PHB ranger.

Thermal Vulnerability: Skaar are susceptible to extreme temperatures, becoming sluggish and slowed (as the spell) any time ambient temperature is below room temperature (approximately 65 degrees Fahrenheit.) At lower temperatures, a skaar will start to freeze, becoming immobile and helpless (this does not damage the skaar, but circumstances might.) Very hot temperatures (above 110 Fahrenheit) have a similar effect, but dehydrate a skaar, which might lead to death. Against like effects of a similar nature, a skaar suffers a -3 penalty on any save, and also suffers an additional +1 point per die of damage. Alternatively, a Castle Keeper may opt to penalize a skaar with effective level loss until such time as temperature becomes survivable -- if this option is used, the penalty should never be greater than 3.

Light Blindness: Nocturnal creatures, a skaar does not enjoy areas of brightness. In such places, or when exposed to true daylight, or any area having significant luminescence, a skaar suffers a -1 penalty on all actions, including attacks, saves, ability checks, and damage.

Limited Regeneration: A skaar can regrow severed limbs, albeit slowly. If a skaar has an arm or other appendage (except vital areas, such as the head) removed from its body, the lost part will grow back over the course of three months, per body part lost. This ability does not have an impact on the natural healing rate of a skaar, though, at 6th level, a skaar gains the Fast Healing ability of the monk class. Note: this ability does not allow "farming," nor does it function indefinitely; each limb may be regrown a maximum number of times equal to the skaar's Constitution modifier (or once if that value is zero or lower.)

Natural Weaponry: Skaar have sharp claws, a nasty bite, and a long tail, all of which are effective weapons. Each may be used in a single round, but all secondary attacks suffer standard off-hand penalties, until the skaar is 7th level, at which point all off-hand penalties are eliminated; a skaar has two claws, but each is considered a separate weapon for purposes of determining off-hand penalties. In addition, a skaar gains the monk's improved unarmed damage rate, per natural weapon it possessed, with the following treated as the base die type:

Claw - 1d4

Bite - 1d6

Tail - 1d4 (may trip)

Rush: For 6 rounds per day, a skaar is able to move with incredible speed, able to dash across the surface of water, or just cover great distance quickly. This ability provides a +20 bonus to movement (base speed is 30 feet) and has the same drawbacks as a charge.

Illiterate: Skaar are communal creatures but are not interested in the trappings of society. All skaar are unable to read or write (this does not protect them from effects that simply require being able to see something, however, such as a glyph or magical trap.)

Brood: At 7th level, a skaar is recognized by its tribe as a powerful leader, and is given leave to forage new terrain for the race to spread. 2d6 skaar, of levels 1-3, are provided to the skaar who must leave its homeland and seek new domains. Once found, the skaar attempts to conquer as much territory as is safe and found a new tribe. Should this fail, the skaar is exiled and stricken from oral tradition, lost to living memory -- the skaar is never able to advance further, but may continue to adventure, in hopes of forgiveness from its primitive gods. In addition, reptilian creatures, even dragons, recognize a skaar as a potential ally and will try to avoid attacking, though such beings share no loyalty to others who may accompany the skaar; nonmagical reptiles (monsters of the animal type) can be charmed by a skaar, but the skaar must spend a full week with the creature and can only affect one being at a time, but the charm, when effective, allows near-complete control.

XP Needed / Level / BtH / HD (d10)

3,301 / 2 / +1 / 2d10

6,601 / 3 / +2 / 3d10

13,201 / 4 / +3 / 4d10

31,401 / 5 / +4 / 5d10

62,801 / 6 / +5 / 6d10

135,601 / 7 / +6 / 7d10

271,201 / 8 / +7 / 8d10

549,901 / 9 / +8 / 9d10

821,101/ 10 / +9 / 9d10 +2

1,092,301 / 11 / +10 / 9d10 +4

1,363,501 / 12 / +11 / 9d10 +6

+275,000 / level / +1/1 / + / ... +2

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Go0gleplex
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Post by Go0gleplex »

That looks like a completely different race in itself serl. Major amount of work...(worn out just from reading it *L*)
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"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."

serleran
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Post by serleran »

Yeah, it was a race / class - more like basic D&D. I did it on purpose. But, it didn't take me very long, so I don't consider it any amount of work (I think I wrote it up in all of 10 minutes.) I don't use it anymore.

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