Lizardfolk are brutal tribal warriors, and very territorial. They are the most likely to clash with the frontier races.

  • Humanoid with Reptilian subtype.
  • +2 constitution, -2 intelligence.
  • Medium size.
  • A lizardfolk’s base land speed is 30 feet.
  • Lizardfolk have a +2 bonus on balance, climb, and jump checks.
  • Natural weapons: Claw (1d4 + strength modifier).
  • Essentia Pool: A lizardfolk’s essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia. A lizardfolk can invest essentia into a natural weapon to deal +1 point of damage per essential invested.
  • Scent. The lizardfolk’s specially adapted tongue grants it the scent ability.
  • Stability: A lizardfolk’s tail gives him a third point of balance, granting him +4 to opposed checks to resist being tripped.
  • Automatic languages: Lizardfolk, Desert Common.

Personality: Lizardfolk are decisive in their actions. They act quickly and without hesitation or much deliberation. They are somewhat aggressive, and ferocious when the tribe is threatened. In war they are organized and fierce fighters, preferring frontal assaults and mass rushes. They defend their territory staunchly, and if invaded they plant snares, set ambushes, and make raids to hinder enemy supplies.

Physical Description: Lizardfolk are humanoid reptilians with dull green, gray, brown, or reddish scales. A lizardfolk is slightly shorter than humans on average, usually 5 to 5 and a half feet tall, but are stocky and sturdily built, and can weigh from 200 to 250 lbs including its tail. Its tail is used for balance and is 3 to 4 feet long. Lizardfolk males grow a colourful feathered frills around their necks. A larger, brighter frill is a sign of bravery and strength among the lizardfolk, and is the basis for authority.

Relations: Lizardfolk are territorial, and their dealings with other races depends on how well their territory is respected. They are on good terms with the Raptorans, but sometimes clash with the frontier races. They have some knowledge of the Dusklings, but are not in regular contact with them.

Alignment: Lizardfolk tend towards neutrality. To the lizardfolk, the survival of the tribe is the most important thing.

Lands: Lizardfolk live in tribes of less than 100.

Religion: Lizardfolk religion is most easily classified as animism. They believe that all natural phenomena - from the animals and plants to the clouds and sun - have spirits, and that these spirits are all interconnected through the earth as a sort of “gaia” collective.

Law among lizardfolk is simple. The chieftan has the highest authority, but also has the highest responsibility. Corporal punishment is the norm. Minor disagreements are handled by those involved in the dispute, often by physical altercation until one yields. More serious crimes call for lashings. The worst crimes, however, result in exile. The offender is set out of the tribe to fend for him or herself.

Language: The lizardfolk tongue contains many “sh,” “ch,” and “k” sounds.

Names: Sshuk, Chiss, Kotch.

Classes: Lizardfolk draw their power from their religious belief system and rigorous training. They are likely to take levels in Totemist, Druid, Ranger, Barbarian (often adopting a “totem” spirit), or the Lizardfolk Paragon class. Some Lizardfolk take levels in fighter, rogue, or sorcerer. Lizardfolk bards are rare, and likely to be warchanters or wardrummers. Lizardfolk are unlikely to be alchemists, clerics, gunslingers, paladins, wizards. Lizardfolk spellcasters tend to favour elemental spells (particularly fire and earth), animal summons, and spells to empower their own fighting ability.

Adventurers: Lizardfolk adventurers are most often on some mission for the tribe, assigned by the chieftan. This can be a part of some pact with the other races or something personal. Lizardfolk also may become adventurers as a way to test out their abilities or learn new skills, with the allowance of the chieftan. Lizardfolk who have been exiled also may become adventurers as a way to survive. It is rare for a lizardfolk to rebel and leave the tribe of his own volition without the permission of the chieftan, but it does sometimes happen, particularly among younger males. Like any other race, these individuals may be simply looking to satisfy their wanderlust, curiosity, or thirst for excitement.

Character Options: Lizardfolk are likely to take the monster feats Multiattack (if they have more than one natural attack), Improved Natural Attack, and Improved Natural Armor (which improves damage reduction by 1). They also have access to the new feats listed here.

Prerequisites: Two claw attacks.
Benefit: When a lizardfolk attacks and hits with both claw attacks, he can pull and tear at the flesh as a free action, dealing 1d4+1.5*strength modifier in additional damage.

Tail Slap
Prerequisites: Lizardfolk.
Benefit: Gain a tail slap as a secondary natural attack, dealing damage equal to 1d4 + ½ strength modifier.

Tail Sweep
Prerequisites: Tail Slap, Improved Trip.
Benefit: As a full-round action, a lizardfolk can spin in a circle, making an attack check against each creature that he threatens with his tail. If he chooses, he can instead use this ability to make a trip check against each threatened creature instead.

Komodo template
Komodo is an inherited template that can be applied to any lizardfolk. Komodo is a tribal honorific granted to lizardfolk who are particularly strong and fierce, and they tend to have large, bright neck frills.

  • Komodo lizardfolk gain the augmented subtype.
  • +2 Strength.
  • Damage Reduction 1/-.
  • Gain a second claw attack as a primary natural attack, dealing 1d4 + strength modifier damage.
  • Gain a bite attack as a secondary natural attack, dealing 1d4 + ½ strength modifier damage.
  • Racial bonus to balance, climb, and jump checks improves to +4.
  • Level Adjustment +1.
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