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  1. #61
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    Looks done to me too.

    Fancy doing the (connected) Wallaran Spirits or the (remaining lizardkin) Shazak next?

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  • #62
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    Quote Originally Posted by Mortis View Post
    Fancy doing the (connected) Wallaran Spirits or the (remaining lizardkin) Shazak next?
    I'm game for both. Let's tackle the Shazak first. I'll try to get 'em posted this afternoon.
    - Shade

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  • #63
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    Lizard Kin (Savage Coast), Shazak
    Climate/Terrain: Temperate to subtropical swamps and forests
    Frequency: Rare
    Organization: Tribe
    Activity Cycle: Any
    Diet: Omnivore
    Intelligence: Average (8-10)
    Treasure: K (A)
    Alignment: Neutral
    No. Appearing: 3d6
    Armor Class: 5
    Movement: 9
    Hit Dice: 3
    THAC0: 17
    No. of Attacks: 3
    Damage/Attack: 1d2/1d2/1d6 (or by weapon)
    Special Attacks: Nil
    Special Defenses: Nil
    Magic Resistance: Nil
    Size: M (6’ tall)
    Morale: Elite (13-14)
    XP Value: 65
    6 HD Leader: 270

    The lizard kin of the Orc’s Head Peninsula were created by the Herathians about 1700 years ago, using captured wallaras as raw material. The lizard kin were created to serve as soldiers and slaves, but none of the three races were suitable. The shazaks and caymas were set free, while the savage gurrash escaped from Herathian control. Now the great marsh known as the Bayou and the surrounding regions are home to three distinct races of lizard kin: the shazaks (much like the lizard men), the more barbaric gurrash (also called “gator men”), and the diminutive caymas.

    All lizard kin speak a variant of the shazak tongue, which has a written form that shazaks and a few gurrash mages understand. Fluency with one dialect gives a basic understanding of the other two. A few lizard kin also speak common, although this ability is very rare.

    The shazaks are peaceful primitives. They stand about 6 feet tall and have dark green or brown scaly skin and slitted gold eyes. Shazaks sometimes serve as mercenaries for Herathian nobles. They have developed a written language, art, and trade since establishing their own society. They are ruled by a monarch known as the Shaz.

    Combat: Though not as ferocious as the gurrash, shazaks are strong, hardy, and far more dependable. They can choose from many different weapons, ranging from spears to swords. They have domesticated large bats (mobats) which serve as mounts for the important members of the tribe and for the beast-riders among them.

    Habitat/Society: Shazaks are survivors. When they were turned out by the Herathians, they adapted to the bayou. Chased from that habitat by the gurrash, they adapted to their woodland home. They pursue peaceful callings like pottery and fishing, but they also serve Herathians in times of war. They must defend their homes often from both gurrash raids and rakastan invasions from Bellayne.

    Ecology: Shazaks are to some extent the caretakers of their woodland homes. They cull old trees and trade the rare woods to Herath and keep the plant and animal populations within bounds. Shazaks have no widespread effect on the rest of the Savage Coast and the Orc’s Head Peninsula.

    Originally appeared in Savage Coast Monstrous Compendium Appendix (1996).
    - Shade

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    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

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  • #64
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    To make a start.

    Medium Monstrous Humanoid.
    Hit Dice: 3d8+x (13+x hp)

    Stat suggestions

    Str 15, Dex 11-12, Con 14, Int 9, Wis 10, Cha 12

    Based on the following quotes

    Intelligence: Average (8-10) and A few lizard kin also speak common, although this ability is very rare.
    I reason that very few Shazaks have a high enough Int to get a bonus language.

    are strong, hardy, and far more dependable
    The bonuses to Str, Con and Cha - being dependable means more people like them ;-)

    Armor Class: 5
    No mention of them wearing armour, so a combination of Dex bonus and natural armour. Dex 12 seems reasonable (and a +4 natural armor bonus).

    Movement: 9
    In between the lizardman's 6 and the wallara's 12 - Stick to 30 feet?

    Damage/Attack: 1d2/1d2/1d6
    I presume that's two claws and a bite? 1d2 seems rather low for a strong. 6' tall creature. Up it to a 1d3 or 1d4?

    Special Attacks: Nil
    Special Defenses: Nil
    Magic Resistance: Nil
    Well that was easy!

    Size: M (6’ tall)
    Morale: Elite (13-14)
    XP Value: 65
    6 HD Leader: 270

    The lizard kin of the Orc’s Head Peninsula were created by the Herathians about 1700 years ago, using captured wallaras as raw material. The lizard kin were created to serve as soldiers and slaves, but none of the three races were suitable. The shazaks and caymas were set free, while the savage gurrash escaped from Herathian control. Now the great marsh known as the Bayou and the surrounding regions are home to three distinct races of lizard kin: the shazaks (much like the lizard men), the more barbaric gurrash (also called “gator men”), and the diminutive caymas.

    All lizard kin speak a variant of the shazak tongue, which has a written form that shazaks and a few gurrash mages understand. Fluency with one dialect gives a basic understanding of the other two. A few lizard kin also speak common, although this ability is very rare.
    Most of this is Mystara/Savage Coast specific - might want to include a side bar for it though.

    The shazaks are peaceful primitives. They stand about 6 feet tall and have dark green or brown scaly skin and slitted gold eyes. Shazaks sometimes serve as mercenaries for Herathian nobles. They have developed a written language, art, and trade since establishing their own society. They are ruled by a monarch known as the Shaz.
    Change herathian nobles to local nobles or just say that they sometimes serve as mercenaries.

    They can choose from many different weapons, ranging from spears to swords.
    Simple weapon proficency obviously plus some martial weapons? or go the whole hog and give them martial weapon proficency?

    They have domesticated large bats (mobats) which serve as mounts for the important members of the tribe and for the beast-riders among them.
    Interesting...

    Shazaks are survivors. When they were turned out by the Herathians, they adapted to the bayou. Chased from that habitat by the gurrash, they adapted to their woodland home.
    I think this deserves a (+4) racial bonus to Survival.

    Shazaks are to some extent the caretakers of their woodland homes. They cull old trees and trade the rare woods to Herath and keep the plant and animal populations within bounds.
    Favored Class Druid (again) or Ranger.

    Regards
    Mortis
    Last edited by Mortis; Thursday, 24th February, 2011 at 01:52 PM.
    'Sanity's just a state of mind.'
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  • #65
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    Quote Originally Posted by Mortis View Post

    Stat suggestions

    Str 15, Dex 11-12, Con 14, Int 9, Wis 10, Cha 12
    I'm wouldn't give them a Dex or Charisma bonus. There's nothing in the original to suggest they're particularly gifted in those areas.

    Quote Originally Posted by Mortis View Post
    No mention of them wearing armour, so a combination of Dex bonus and natural armour. Dex 12 seems reasonable (and a +4 natural armor bonus).
    I'd just give them +5 natural armour like regular Lizardfolk.

    Quote Originally Posted by Mortis View Post
    In between the lizardman's 6 and the wallara's 12 - Stick to 30 feet?
    Fine by me.

    Quote Originally Posted by Mortis View Post
    I presume that's two claws and a bite? 1d2 seems rather low for a strong. 6' tall creature. Up it to a 1d3 or 1d4?
    The claw/claw/bite damage is identical to AD&D Lizard Men who have 1d4 claws in 3E.

    I'd be happy with 1d4 claws and a 1d6 bite.

    Quote Originally Posted by Mortis View Post
    I think this deserves a (+4) racial bonus to Survival.
    Not decided on that, but I have no objection in principle. We ought to give them the SRD Lizardfolk's "Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks."

    Quote Originally Posted by Mortis View Post
    Favored Class Druid (again) or Ranger
    I go for Ranger.

  • #66
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    Added to Homebrews.

    Should they have the standard lizardfolk's hold breath ability? I'd vote "yes", since they have similar environments.

    They can choose from many different weapons, ranging from spears to swords.
    Quote Originally Posted by Mortis
    Simple weapon proficency obviously plus some martial weapons? or go the whole hog and give them martial weapon proficency?
    Let's stick with simple, and allow those with ranger levels to wield the swords.

    They have domesticated large bats (mobats) which serve as mounts for the important members of the tribe and for the beast-riders among them.
    Quote Originally Posted by Mortis
    Interesting...
    Indeed. Let's include that in the flavor text at the very least.
    - Shade

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    Save the succubus, save the Wheel.

    "Hairy balls of the Gods!" - Korgoth of Barbaria

    "I won't kill you, but I don't have to save you." - Batman, Batman Begins
    "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
    "Yeah, I can fly." - Tony Stark, Iron Man
    "I have no plans to die today..." - Thor, Thor
    "We have a Hulk." - Tony Stark, The Avengers
    "Hulk...smash." - Captain America, The Avengers

    Inside my hands these petals browned;
    dried up falling to the ground,
    but it was already too late now.
    I pushed my fingers through the earth,
    returned this flower to the dirt;
    so it could live, I walked away now."

    Rise Against - "The Good Left Undone"

  • #67
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    Quote Originally Posted by Cleon View Post
    I'm wouldn't give them a Dex or Charisma bonus. There's nothing in the original to suggest they're particularly gifted in those areas.
    I can live with that. Dex 11, Cha 10?

    I'd just give them +5 natural armour like regular Lizardfolk.
    Agreed.

    I'd be happy with 1d4 claws and a 1d6 bite.
    Me too.

    Not decided on that, but I have no objection in principle.
    Anyone else?

    We ought to give them the SRD Lizardfolk's "Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks."
    I've no problem with including that.

    Quote Originally Posted by Shade
    Should they have the standard lizardfolk's hold breath ability? I'd vote "yes", since they have similar environments.
    Put me down for a 'yes' vote too.

    Let's stick with simple, and allow those with ranger levels to wield the swords.
    Ok with me.

    Regards
    Mortis
    'Sanity's just a state of mind.'
    GBH - 'To Understand'

  • #68
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    This really should be in homebrews I guess, but still...

    As I had a few minutes over the weekend I applied the Mystaran Gargantuan template to a balor! I've attached it as a pdf.

    Apologies to any groups it is inflicted on.

    Saying that the DCs for its spell-like abilities are woefully low.

    Regards
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    Attached Files Attached Files
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  • #69
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    Gargantua balor? Yikes!

    Ok, shazak are looking pretty good. And I guess no need for special attacks.

    Put most skill ranks into Survival? Or something like Hide/Move Silently?

  • #70
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    Quote Originally Posted by Shade View Post
    Added to Homebrews.

    Should they have the standard lizardfolk's hold breath ability? I'd vote "yes", since they have similar environments.
    That'd fit.

    Quote Originally Posted by Shade View Post
    Let's stick with simple, and allow those with ranger levels to wield the swords.
    Sure, why not.

    Quote Originally Posted by Shade View Post
    Indeed. Let's include that in the flavor text at the very least.
    How about including a mobat-mounted "beast rider" ranger in the writeup, both in the Organization and as a sample advanced shazak?

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