Dungeons and Dragons Lizardfolk 3.5 PBP RPG

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Lizardfolk

Lizardfolk

Medium Humanoid (Reptilian)

Hit Dice:

2d8+2 (11 hp)

Initiative:

+0

Speed:

30 ft. (6 squares)

Armor Class:

15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17

Base Attack/Grapple:

+1/+2

Attack:

Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)

Full Attack:

2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)

Special Attacks:

-

Special Qualities:

Hold breath

Space/Reach:

5 ft./5 ft.

Saves:

Fort +1, Ref +3, Will +0

Abilities:

Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10

Skills:

Balance +4, Jump +5, Swim +2

Feats:

Multiattack

Environment:

Temperate marshes

Organization:

Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)

Challenge Rating:

1

Treasure:

50% coins; 50% goods; 50% items

Alignment:

Usually neutral

Advancement:

By character class

Level Adjustment:

+1

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Lizardfolk speak Draconic.

Combat

Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.

Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.

Lizardfolk as Characters

Lizardfolk characters possess the following racial traits.

  • +2 Strength, +2 Constitution, -2 Intelligence.

  • Medium size.

-A lizardfolk's base land speed is 30 feet.


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Latest RPG Post

Kiven tries to hide it but shows a hint of fear as he is about to be branded. The elf puts his head down and looks away from the others as the brand is pressed to searing flesh but eventually he lets out one short, loud cry, gasping for air. As the task is finished and they release his other arm the proud ex-noble wipes his face clean of any evidence that he did not handle this well. He stands tall and tries not to wince has they drag him from the room.

Once in their cell, Kiven reacts little to Eya's mention of his brother being a real ass, but shoots her a very quick and serious look when she offers to assist in killing Tyris. Within a fraction of a second he is back to his previous demeanor and mutters "I will take care of HIM."

Regarding the brand, Kiven acknowledges Eya's words. "Yes, Forsaken we are. It matters not, and I will relish it. Today I am free of the shackles; the shackles of my family, of expectations, of law, of weakness. There is just one pair yet to shed." At that he looks at his elaborate chains and gauntlets. "I did my part, fiend, and you still owe me what you promised. You can start by contributing to my escape."

To Jesla's doubts that the men here can contribute at all, the self proclaimed Prince only reacts with a small smirk. Respar at least receives a nod to his suggestion of being a bit more tactical and cautious in their escape.

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