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<blockquote data-quote="Cleon" data-source="post: 5645081" data-attributes="member: 57383"><p><strong>Varkha Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Lizardfolk, Varkha</strong></span></p><p><span style="font-size: 15px"><strong></strong></span><strong>Varkha, 1st level Warrior</strong></p><p>Medium Humanoid (Reptilian)</p><p><strong>Hit Dice:</strong> 1d8+1 (5 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 20 ft.</p><p><strong>Armor Class:</strong> 14 (+4 natural), touch 10, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +1/+2</p><p><strong>Attack:</strong> Claw +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1)</p><p><strong>Full Attack:</strong> 2 claws +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> —</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., hold breath, light sensitivity</p><p><strong>Saves:</strong> Fort +3, Ref +0, Will +0</p><p><strong>Abilities:</strong> Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10</p><p><strong>Skills:</strong> Balance +4, Clim +3, Jump +8, Swim +9</p><p><strong>Feats:</strong> Weapon Focus (claw)</p><p><strong>Environment:</strong> Subterranean</p><p><strong>Organization:</strong> Gang (5-15), hunting band (15-30 plus 1 warrior of 2nd-4th level and 1 adept of 2nd-4th level), or war band (30-50 plus 2-3 warriors of 2nd-4th level and 2-3 adepts of 2nd-4th level and 1 leader of 3rd-6th level), tribe (75-150 plus 50% noncombatants and 5-10 warriors of 2nd-4th and 5-10 adepts of 2nd-4th level and 1 shaman of 3rd-6th level and 1 chief of 5th-9th level and 1-3 giant subterranean lizards)</p><p><strong>Challenge Rating:</strong> 1/2</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually lawful evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p><em>This short, reptilian humanoid has large, froglike eyes on the sides of its head. A span of webbing connects the creature's arms to its torso</em><em>. It wears a leather harness holding a sparse collection of crude items.</em></p><p> </p><p>Varkhas are subterranean relatives of lizardfolk. These brutal, aquatic hunters prowl underground lakes and rivers for prey.</p><p> </p><p>Varkhas have a close-knit tribal society, led by a chief called a <em>tssri</em>. Most hunting parties are led by a <em>sllith</em> (hunt leader), while larger groups follow a <em>gsssrat </em>(master of the hunt). The largest hunting parties or war bands, which can number 50 varkhas or more, are led by a <em>gaakth</em> (sub-chief) and always include a shaman.</p><p> </p><p>Varkhas females make up about one-fourth of a tribe. When not brooding over eggs, females often join a hunting party. Larger varkha tribes keep subterranean lizards as guardians. </p><p> </p><p>Varkhas have many natural enemies, including troglodytes and drow. Varkhas have a deep (and mutual) hatred for gibberlings and seize every opportunity to attack them.</p><p> </p><p>A varkha lizardfolk is usually 4 to 5 feet tall with dark gray or deep green scales. Its tail is used for balance and is 2 to 3 feet long. A varkha can weigh from 60 to 125 pounds.</p><p> </p><p>Varkhas speak Draconic with a heavy gurgling accent.</p><p> </p><p><strong>COMBAT</strong></p><p></p><p>Varkhas mostly fight with their vicious claws. Some varkhas fashion crude weapons from bones and sharpened rocks, usually missile weapons they hurl at opponents before charging in to melee with their claws.</p><p> </p><p>Varkha hunting parties and war bands fight in well-coordinated groups that make maximum use of their numbers to overwhelm their opponents, concentrating their efforts on their most dangerous foes. Varkhas often try to herd opponents into water, where their swimming ability helps them outmaneuver terrestrial creatures.</p><p></p><p><strong>Hold Breath:</strong> A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.</p><p></p><p><strong>Light Sensitivity (Ex):</strong> Varkha are dazzled in bright sunlight or within the radius of a daylight spell. </p><p></p><p><strong>Skills:</strong> Because of their tails, varkha lizardfolk have a +4 racial bonus on Jump and Balance checks. A varkha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p><strong>Varkha As Characters</strong></p><p>Varkha characters possess the following racial traits.</p><p></p><p>● +2 Strength, +2 Constitution, -2 Intelligence.</p><p>● Medium size.</p><p>● A varkha's base land speed is 30 feet and its base swim speed is 20 feet.</p><p>● +4 natural armor bonus.</p><p>● Natural Weapons: 2 claws (1d6).</p><p>● Special Qualities (see above): Darkvision 60 ft., hold breath, light sensitivity.</p><p>● Automatic Languages: Draconic. Bonus Languages: Aquan, Giant, Goblin, Orc and Undercommon.</p><p>● Favored Class: Fighter.</p><p>● Level adjustment +1.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5645081, member: 57383"] [b]Varkha Working Draft[/b] [SIZE=4][B]Lizardfolk, Varkha [/B][/SIZE][B]Varkha, 1st level Warrior[/B] Medium Humanoid (Reptilian) [B]Hit Dice:[/B] 1d8+1 (5 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares), swim 20 ft. [B]Armor Class:[/B] 14 (+4 natural), touch 10, flat-footed 14 [B]Base Attack/Grapple:[/B] +1/+2 [B]Attack:[/B] Claw +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1) [B]Full Attack:[/B] 2 claws +3 melee (1d6+1) or spear +2 melee (1d8+1) or spear +1 ranged (1d8+1) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] — [B]Special Qualities:[/B] Darkvision 60 ft., hold breath, light sensitivity [B]Saves:[/B] Fort +3, Ref +0, Will +0 [B]Abilities:[/B] Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 [B]Skills:[/B] Balance +4, Clim +3, Jump +8, Swim +9 [B]Feats:[/B] Weapon Focus (claw) [B]Environment:[/B] Subterranean [B]Organization:[/B] Gang (5-15), hunting band (15-30 plus 1 warrior of 2nd-4th level and 1 adept of 2nd-4th level), or war band (30-50 plus 2-3 warriors of 2nd-4th level and 2-3 adepts of 2nd-4th level and 1 leader of 3rd-6th level), tribe (75-150 plus 50% noncombatants and 5-10 warriors of 2nd-4th and 5-10 adepts of 2nd-4th level and 1 shaman of 3rd-6th level and 1 chief of 5th-9th level and 1-3 giant subterranean lizards) [B]Challenge Rating:[/B] 1/2 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually lawful evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 [I]This short, reptilian humanoid has large, froglike eyes on the sides of its head. A span of webbing connects the creature's arms to its torso[/I][I]. It wears a leather harness holding a sparse collection of crude items.[/I] Varkhas are subterranean relatives of lizardfolk. These brutal, aquatic hunters prowl underground lakes and rivers for prey. Varkhas have a close-knit tribal society, led by a chief called a [I]tssri[/I]. Most hunting parties are led by a [I]sllith[/I] (hunt leader), while larger groups follow a [I]gsssrat [/I](master of the hunt). The largest hunting parties or war bands, which can number 50 varkhas or more, are led by a [I]gaakth[/I] (sub-chief) and always include a shaman. Varkhas females make up about one-fourth of a tribe. When not brooding over eggs, females often join a hunting party. Larger varkha tribes keep subterranean lizards as guardians. Varkhas have many natural enemies, including troglodytes and drow. Varkhas have a deep (and mutual) hatred for gibberlings and seize every opportunity to attack them. A varkha lizardfolk is usually 4 to 5 feet tall with dark gray or deep green scales. Its tail is used for balance and is 2 to 3 feet long. A varkha can weigh from 60 to 125 pounds. Varkhas speak Draconic with a heavy gurgling accent. [B]COMBAT[/B] Varkhas mostly fight with their vicious claws. Some varkhas fashion crude weapons from bones and sharpened rocks, usually missile weapons they hurl at opponents before charging in to melee with their claws. Varkha hunting parties and war bands fight in well-coordinated groups that make maximum use of their numbers to overwhelm their opponents, concentrating their efforts on their most dangerous foes. Varkhas often try to herd opponents into water, where their swimming ability helps them outmaneuver terrestrial creatures. [B]Hold Breath:[/B] A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. [B]Light Sensitivity (Ex):[/B] Varkha are dazzled in bright sunlight or within the radius of a daylight spell. [B]Skills:[/B] Because of their tails, varkha lizardfolk have a +4 racial bonus on Jump and Balance checks. A varkha has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [B]Varkha As Characters[/B] Varkha characters possess the following racial traits. ● +2 Strength, +2 Constitution, -2 Intelligence. ● Medium size. ● A varkha's base land speed is 30 feet and its base swim speed is 20 feet. ● +4 natural armor bonus. ● Natural Weapons: 2 claws (1d6). ● Special Qualities (see above): Darkvision 60 ft., hold breath, light sensitivity. ● Automatic Languages: Draconic. Bonus Languages: Aquan, Giant, Goblin, Orc and Undercommon. ● Favored Class: Fighter. ● Level adjustment +1. [/QUOTE]
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