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My campaign's Lizardfolk and Kobolds
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<blockquote data-quote="Shades of Green" data-source="post: 2308958" data-attributes="member: 3297"><p>I'm changing some of the player races in my campaign; first to be postede for review, criticism and help would be the Lizardfolk and the Kobolds.</p><p></p><p><u><strong>Lizardfolk</strong></u></p><p>These are a slight variant of the MM Lizardfolk, slightly reduced in power (a Lizard Warrior would be CR 1/2 instead of CR 1) to fit as PCs. They are native to the Renya Swamps, interact (raid, trade or even cooperate) with the <a href="http://www.enworld.org/showthread.php?t=134316" target="_blank">Celirans</a> native to this area and now, as civilization encrouches into the Swamps, find their way to the greater cities (and, ofcourse, into some anti-tech, anti-Imperial guerilla organizations such as the Daughters of the Harvest) as traders, hired muscle and herbalists. They replace the much rarer half-orcs in my Renya-based campaign (there are no Orcs native to Renya, and those native to the lands bordering on the Empire are nearly extinct).</p><p></p><p>I'll be using <a href="http://www.enworld.org/showthread.php?t=113220" target="_blank">Trilobite's version</a> of the Lizardfolk with one change: their Favorite class would be the Barbarian, fitting their natural agressiveness and the way they are described in the MM (sure, their leaders are Clerics of the Swamp Mother, but most of them are very good beserkers and savage warriors).</p><p></p><p><strong><u>Kobolds</u></strong></p><p>These are slightly modified MM Kobolds. A race of sneaky mechanists, pranksters, sorcerers and merchants, their skill with mechanical contraptions, their wicker business acumen and their keen intellect have made them from the lowly miners and trapmakers of earlier ages into the new industrialist and capitalist class of the Goblinoid-dominated Badlands (to the southeast of Renya). Kobold colonies have recently sprung out across Renya, selling cheap (and not always working, but still usually passable) clockwork devices and buying spices, dried fruits and silk (which they sell in inflated prices to the Goblin worker masses back in the Badlands) in Renya. </p><p></p><p><u>Kobold Racial Traits:</u></p><p>* -4 Strength, +2 Dexterity: Kobolds are small and physically weak, but have nimble fingers and are quite agile and fast-moving.</p><p>* Small-size: As small-sized creatures, Kobolds gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-size characters.</p><p>* Kobold base speed is 30 feet.</p><p>* Kobolds recieve a +1 Natural bonus to their Armor Class due to their tough, scaley hide.</p><p>* Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white but is otherwise like normal sight, and Kobolds function just fine with no light at all.</p><p>* +2 Racial bonus on Profession (Miner) checks.</p><p>* +2 Racial bonus on Search checks.</p><p>* +4 Racial bonus on Disable Device and Craft (Trapmaking) skill checks: Kobolds have a knank for working with mechanical traps, as well as disabling them.</p><p>* +2 Racial bonus to Bluff and Diplomacy checks: Kobolds are excellent merchants and tought bargainers, and most of them are well versed in the art of cheating others for fun and profit.</p><p>* Automatic Languages: "Common" and Draconic.</p><p>* Bonus Languages: Ceran, Goblin, Giant, Old Dwarven, and Elven (each of the three variants is considered a seperate skill).</p><p>* Favored Class: Sorcerer. A multiclass Kobold's Sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2308958, member: 3297"] I'm changing some of the player races in my campaign; first to be postede for review, criticism and help would be the Lizardfolk and the Kobolds. [U][B]Lizardfolk[/B][/U] These are a slight variant of the MM Lizardfolk, slightly reduced in power (a Lizard Warrior would be CR 1/2 instead of CR 1) to fit as PCs. They are native to the Renya Swamps, interact (raid, trade or even cooperate) with the [URL=http://www.enworld.org/showthread.php?t=134316]Celirans[/URL] native to this area and now, as civilization encrouches into the Swamps, find their way to the greater cities (and, ofcourse, into some anti-tech, anti-Imperial guerilla organizations such as the Daughters of the Harvest) as traders, hired muscle and herbalists. They replace the much rarer half-orcs in my Renya-based campaign (there are no Orcs native to Renya, and those native to the lands bordering on the Empire are nearly extinct). I'll be using [URL=http://www.enworld.org/showthread.php?t=113220]Trilobite's version[/URL] of the Lizardfolk with one change: their Favorite class would be the Barbarian, fitting their natural agressiveness and the way they are described in the MM (sure, their leaders are Clerics of the Swamp Mother, but most of them are very good beserkers and savage warriors). [B][U]Kobolds[/U][/B] These are slightly modified MM Kobolds. A race of sneaky mechanists, pranksters, sorcerers and merchants, their skill with mechanical contraptions, their wicker business acumen and their keen intellect have made them from the lowly miners and trapmakers of earlier ages into the new industrialist and capitalist class of the Goblinoid-dominated Badlands (to the southeast of Renya). Kobold colonies have recently sprung out across Renya, selling cheap (and not always working, but still usually passable) clockwork devices and buying spices, dried fruits and silk (which they sell in inflated prices to the Goblin worker masses back in the Badlands) in Renya. [U]Kobold Racial Traits:[/U] * -4 Strength, +2 Dexterity: Kobolds are small and physically weak, but have nimble fingers and are quite agile and fast-moving. * Small-size: As small-sized creatures, Kobolds gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-size characters. * Kobold base speed is 30 feet. * Kobolds recieve a +1 Natural bonus to their Armor Class due to their tough, scaley hide. * Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white but is otherwise like normal sight, and Kobolds function just fine with no light at all. * +2 Racial bonus on Profession (Miner) checks. * +2 Racial bonus on Search checks. * +4 Racial bonus on Disable Device and Craft (Trapmaking) skill checks: Kobolds have a knank for working with mechanical traps, as well as disabling them. * +2 Racial bonus to Bluff and Diplomacy checks: Kobolds are excellent merchants and tought bargainers, and most of them are well versed in the art of cheating others for fun and profit. * Automatic Languages: "Common" and Draconic. * Bonus Languages: Ceran, Goblin, Giant, Old Dwarven, and Elven (each of the three variants is considered a seperate skill). * Favored Class: Sorcerer. A multiclass Kobold's Sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing. [/QUOTE]
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