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*Pathfinder & Starfinder
Chromatic Lizardfolk Subraces (updated: 06/19)
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<blockquote data-quote="Sir Brennen" data-source="post: 2850758" data-attributes="member: 553"><p>Yeah, I've seen special qualities of for reptilian creatures try and model this, with either a penalty to Dex or just an overall penalty to attacks and saves, when the temperature gets below 40. But, there's no reason lizardfolk can't be endothermic, more like dinosaurs (or dragons) than lizards. However, it might be interesting to give them a -2 Dex, +2 Con as their stat adjustment to reflect a somewhat slower but hardier metabolism adapted for the cold. Someone else suggested giving them the ability to ignore the effects of icy surfaces for walking or climbing.</p><p></p><p> Good point about the infrequent use of the heat endurance and survival bonus (though the latter depends on any regular class levels - it would be a boon to a ranger, for instance.) I think I like Turanil's suggestion of giving each race a save bonus against their "parent" dragon's breath weapon element for LA +0, and then possibly giving points of actual resistance for the racial levels. </p><p></p><p>I really do want to use poison for at least one of these guys, but my question to everyone is, how would you make this a balanced ability for a player character race so that it's not too powerful at lower levels and worthless at higher one? My thoughts so far are making it 1d3/1d3 Dex damage, DC 10 + 1/2 HD (not just racial HD) + Con mod. This is usually applied via a bite (as a secondary attack). As a standard action, they can envenom a weapon with their spittle (or skin toxins). The venom remains potent for 10 rounds, and the lizardman has no risk of poisoning himself. The ability to produce poison would be a racial class benefit.</p><p></p><p>Too much? Too little? I was thinking of possibly limiting the poison glands to producing only 3 + Con Bonus doses per day.</p><p></p><p></p><p>Are you helping me design subraces for lizardfolk or bullywogs? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Good suggestion for the Climb speed - would probably make it part of the LA +0 package. The toxic skin could be interesting - would a creature that lands a bite attack on them have to make a save? Hmmm. And what kind of "minor concealment benefits" do you mean for the chameleon ability? I'm already thinking +4 hide bonus, and maybe bumping to +8 at a higher racial level.</p><p></p><p>The Powerful Build would probably come at like level 4 (or even 5?) of the racial class, not up front. A bite attack is already part of the "Natural Weapons" class feature - 2 claws (1d4) and 1 bite (1d4). Note that with powerful build, the damage dice for the natural attacks goes up, too. The bite is at -5, but I was thinking Multi-attack might be a good bonus feat for the racial levels, or maybe even throwing in a tail attack. Hmmm. Maybe a short list of bonus feats they could pick at one level. I also pictured the red lizardfolk using for a martial weapon a spiked metal ring which fits over the tail.</p><p></p><p> Another good thought, what with the tail and fins and other spiky, scaly lizard things poking out.</p><p></p><p>Another ability I've thought about, modeling on real-world lizards, is a blood or acid spray attack. This would be an at-will ranged touch attack (no AoO, max range 10 ft.), with the equivalant effect of the target being dazzled (-1 attack, and to Search and Spot rolls.) Or, make it a Ref save and increase the penalty to -2. Either one would last 1 + Con mod rounds.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 2850758, member: 553"] Yeah, I've seen special qualities of for reptilian creatures try and model this, with either a penalty to Dex or just an overall penalty to attacks and saves, when the temperature gets below 40. But, there's no reason lizardfolk can't be endothermic, more like dinosaurs (or dragons) than lizards. However, it might be interesting to give them a -2 Dex, +2 Con as their stat adjustment to reflect a somewhat slower but hardier metabolism adapted for the cold. Someone else suggested giving them the ability to ignore the effects of icy surfaces for walking or climbing. Good point about the infrequent use of the heat endurance and survival bonus (though the latter depends on any regular class levels - it would be a boon to a ranger, for instance.) I think I like Turanil's suggestion of giving each race a save bonus against their "parent" dragon's breath weapon element for LA +0, and then possibly giving points of actual resistance for the racial levels. I really do want to use poison for at least one of these guys, but my question to everyone is, how would you make this a balanced ability for a player character race so that it's not too powerful at lower levels and worthless at higher one? My thoughts so far are making it 1d3/1d3 Dex damage, DC 10 + 1/2 HD (not just racial HD) + Con mod. This is usually applied via a bite (as a secondary attack). As a standard action, they can envenom a weapon with their spittle (or skin toxins). The venom remains potent for 10 rounds, and the lizardman has no risk of poisoning himself. The ability to produce poison would be a racial class benefit. Too much? Too little? I was thinking of possibly limiting the poison glands to producing only 3 + Con Bonus doses per day. Are you helping me design subraces for lizardfolk or bullywogs? :D Good suggestion for the Climb speed - would probably make it part of the LA +0 package. The toxic skin could be interesting - would a creature that lands a bite attack on them have to make a save? Hmmm. And what kind of "minor concealment benefits" do you mean for the chameleon ability? I'm already thinking +4 hide bonus, and maybe bumping to +8 at a higher racial level. The Powerful Build would probably come at like level 4 (or even 5?) of the racial class, not up front. A bite attack is already part of the "Natural Weapons" class feature - 2 claws (1d4) and 1 bite (1d4). Note that with powerful build, the damage dice for the natural attacks goes up, too. The bite is at -5, but I was thinking Multi-attack might be a good bonus feat for the racial levels, or maybe even throwing in a tail attack. Hmmm. Maybe a short list of bonus feats they could pick at one level. I also pictured the red lizardfolk using for a martial weapon a spiked metal ring which fits over the tail. Another good thought, what with the tail and fins and other spiky, scaly lizard things poking out. Another ability I've thought about, modeling on real-world lizards, is a blood or acid spray attack. This would be an at-will ranged touch attack (no AoO, max range 10 ft.), with the equivalant effect of the target being dazzled (-1 attack, and to Search and Spot rolls.) Or, make it a Ref save and increase the penalty to -2. Either one would last 1 + Con mod rounds. [/QUOTE]
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Chromatic Lizardfolk Subraces (updated: 06/19)
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