These are the cousins of the more savage Lizardfolk that many adventures face in their travels. After a civil war pitting Lizardman against Lizardman, one side broke oifinto a more civilized lifestyle. Wanting to rid their kind of the bleak outlook that so many have adopted towards them, these Lizardfolk began to try and melt into various hunianoid societies. Their attempts were often iutile with little or no change in the attitudes they received. Now they mostly live in isolated communities, but still stay as far away from the 'old ways' as they can (or think that they are).
- Personality: Lizardfolk are often very gruff and lacking in people skills, at least, to other races. They have a strong devotion to family, rivaling the Dwarves. Their isolation has also made them at one with nature, caring for the natural order as if it were a child of their own. Lizardfolk rarely provoke a tussle with the other common races, but you can be sure they will not let their pride go down easily.
- Physical Description: Lizardfolk stand about 6 to 7 feet tall and can weigh upwards of 300 pounds. Their eyes are usually red. They are covered with tough green scales and have a yellow underbelly. Their tails are very strong and very sturdy, being nearly half their overall length. Lizardfolk have the same lifespan as Half-Orcs though in rare instances, one can live for around 120 years.
- Relations: As stated above, Lizardfolk don't have many relations with the other races. When the opportunity presents itself, many Lizardfolk will befriend members of the other races. These friendships will either become as solid as the Lizardfolk's scales, or will end when the pressure of the nearby society proves too much for the friend hopeful. Lizardfolk always welcome those who will be true friends, but have a tendency to hold a grudge against those who betray that friendship.
- Alignment: Though they tend to be more civilized, they still have the natural tendency toward neutrality. They're lawful as often as chaotic, but again, they are almost always neutral.
- Lizardfolk Lands: These Lizardfolk can be found in various cities all around the world. Most must resort to living on the outskirts of the cities in shantytowns or, if they're wealthy, their own little towns. Some still prefer to live in or near marshlands, but these will usually be near a city.
- Religion: Lizardfolk worship their own deities or nature deities.
- Language: Lizardfolk speak Common and the language of the sea, Aquan. Most will also learn Draconic and any languages of nearby settlements.
- Names: Lizardfolk often have names of the Orcish tongue because they are more fitting for their lifestyle, or they will of course use the names of their own tongue. The names of other races are too 'dainty' for the Lizardfolk, but sometimes they will take these names to better fit in with the surrounding population. Also, Lizardfolk will go by names you would normally hear associated with champions of deities or of performers of various sorts, mainly wrestlers.
- Adventurers: Like Dwarves, the Lizardfolk have a hard time becoming adventurers. They have such strong ties that leaving home is almost absurd. Despite this, wanderlust can be quite a strong trait in Lizardfolk, leading them on quests of self perfection and family honor.
Lizardfolk Racial Traits
• +2 Strength, -2 Charisma: Lizardfolk sport great strength, but come off as very gruff.
• Medium-size: Lizardfolk get no penalty to attack rolls or armor class.
• Base speed is 30 feet.
• Low-Light Vision: Lizardfolk can see twice as far as Elves in Low-Light.
• Lizardfolk have +1 natural armor.
• All Lizardfolk are proficient w/ clubs and axes, minus exotic weapons.
• The following skills are gained one step higher than normal per the line below: Animal Empathy, Handle Animal, Wilderness Lore. Exclusive > cross-class > class > +2 bonus.
• Balance, Jump, and Swim are always class skills and receive a +2 racial bonus. Swim checks only suffer a -1 penalty for every 10 pounds of gear.
• Immune to poison.
• Automatic languages: Lizardfolk know Aquan and Common. Bonus languages: first Draconic; then any other than Abyssal, Celestial, Druidic, Ignan, and Infernal.
• Favored class: Druid.
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