Flash_Plasma
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Greenscale Lizardfolk
When the average person thinks of a lizardfolk, they see a massive, ogre-sized two-legged crocodile with a bonecrushing bite and appetite for human flesh. This is however, far from the real truth. Lizardfolk do have sharp teeth and powerful jaws, but hardly use them for more than hunting food or self defense. Humans could likely relate very well to the average Lizardfolk if they could see past their scaley exterior. The Greenscales mostly desire to live peacefully and be left alone, as opposed to being the man-eating monster of childrens' nightmares. It's a shame that the odd rogue tribe ruins the race's reputation as a whole .
Personality: Most lizardfolk tend to be quiet, letting their actions speak for them, though when one does speak it is usually wise to listen. Most people take them to be dumb brutes, a fatal mistake. Lizardfolk are as wise and cunning as any elf. A good number of Greenscales are proud, of their race, their heritage, or skills in battle; They do not take insults lightly. Lizardfolk society has a great number of rules and rituals that help them survive and thrive in their harsh bog environments while also keeping order. Because of this many Greenscales tend to observe strict adherence to rules, although it can also cause those in Lizardfolk society who do not like rules to abandon their tribes. Many tribal leaders tend to feel they are better off.
Physical Description: Greenscales appear to be bipedal crocodiles or alligators, but slightly more humanoid. Lizardfolk males weigh two to three hundred pounds, stand between six to six and a half feet tall or more, including a tall, brightly colored crest on the tops of their heads. Females are somewhat smaller, weighing one hundred and fifty to two hundred pounds and standing five feet ten inches to six feet two inches. Females have shorter snouts and two, smaller crests more dull in color. Male crests can be a combination of any bright colors, often red, orange or yellow. Female crests are a dull bluish purple to light pink or mauve. Like their name suggests, Greenscales are covered in hard green scales, kept smooth and lustrous by an oil that is secreted from the lizardfolk's skin.
Relations: Lizardfolk have little relations with other races, which suits them just fine. Greenscales fend for themselves and expect no help from others. A small number of Greenscale tribes have initiated trade relations with settlements near their marsh homes, trading exotic pelts and skins, swamp herbs and magical plants for weapons of iron and steel.
Alignment: Lizardfolk are generally Unaligned, as they do not normally operate by any moral codes, only laws of nature
Lizardfolk Lands: Lizardfolk are most plentiful in swamps, bogs and marshes, though it is not uncommon for tribes to be found in other places where fresh water is abundant, such as a forest that rings around a large lake, warm rivers or even the underdark.
Religion: Lizardfolk worship Semuanya, Unaligned goddess of swamps, decay, and patron of the Lizardfolk race.
Language: Greenscales speak Draconic, and occasionally common if they are travelers or have trade relations with civilized towns and cities
Names: Lizardfolk names tend to be sibilant, with many S sounds. Male names tend to have harder sounds and more syllables, female names are generally shorter and roll of the tongue easily.
Male Names: Koarnorgek, Regortar, Kergerak, Zissren, Oresskorda, Mersirkog, Ezrekon,Ysorgoss
Female Names: Sseranya, Esseri, Yeszri, Asyera, Isyera, Iszeno, Isyela, Asyela, Essiya, Ssileo
Tribe Names: Bogstalker, Bogshadow, Birdhunter, Beastkiller, Hardscale, Swordfang, Spearmouth, Daggermaw, Swamprunner, Marshtrekker.
Adventurers: Lizardfolk adventurers are often those who left their tribe because of a dislike for tradition, rules, or their elders. In other cases, adventuring lizardfolk are those who were exiled or banished from their tribe for committing a crime or losing to a higher ranking member of society in a duel. Greenscale adventurers often travel alone or sign up with mercenary companies; only a few seek to form lasting bonds of friendship with others.
Lizardfolk Racial Traits
Average Height: 5' 10 - 6' 6"
Average Weight: 150-250 lbs.
Ability Scores: +2 Str, +2 Wis
Size: Medium
Speed: 6 Squares
Vision: Low-Light
Languages: Common, Draconic
Skill Bonuses: +2 Endurance, 2 Athletics
Swamp Walk: Lizardfolk possess the Swamp Walk ability described in the Monster Manual
Lizardfolk Weapon Proficiency: Greenscales are proficient with the spear and light shield.
Hold Breath: Lizardfolk can swim underwater for 10 minutes before needing to make an Endurance check
Natural Weapon: Between a Lizardfolk's slashing claws, daggerlike teeth and bonecracking tail, they don't require a weapon to attack, defend or even kill. A Greenscale's unarmed attacks deal 1d6 damage instead of 1d4, and can use powers requiring a melee weapon while unarmed.
*****
New Heroic Tier Feats
Sidestep Attack
Prerequisites: Dex 15, Lizardfolk
Benefit: You gain the Sidestep Attack At-Will Power
Sidestep Attack (standard; At-Will) * Weapon
You Shift and make a melee basic attack.
Snapping Jaws
Prerequisites: Str 15, Lizardfolk
Benefits: You gain the Snapping Jaws encounter power
Snapping Jaws (standard; encounter)
Str vs. AC; if you hit, deal no damage, but destroy any one non-magic weapon or item held by the opponent
Marsh Mystic Initiate
Prerequisites: Wis 15, Lizardfolk, Cleric
Benefits: You gain one of the two following powers as an encounter power: Swamp's Grasp, Bog Cloud
Swamp's Grasp (standard; encounter) * Zone
Area Burst 2 within 10; Wis vs. Reflex; The target is slowed (save ends). The zone is difficult swamp terrain until the end of the encounter
Bog Cloud (standard; encounter) * Poison
Area Burst 2 within 10; Wis vs. Fortitude; 2d8 + Wis poison damage, and the target is dazed until your next turn
New Paragon Tier Feats
Marsh Mystic Adept
Prerequisites: Wis 17, Lizardfolk, Cleric
Benefits: Choose One: When you use Swamp's Grasp, the target is immobilized instead of slowed OR When you use Bog Cloud you deal 3d8 poison damage and the target is stunned instead of dazed OR you gain whichever power you did not choose with the Marsh Mystic Initiate feat
*****
Concerns
1. Lizardfolk need some kind of hold breath ability, but I'm unfamiliar with those rules in 4e, or if there even are any
2. Should I tone down Swamp's Grasp to slowed instead of immobilized?
That's all, folks
When the average person thinks of a lizardfolk, they see a massive, ogre-sized two-legged crocodile with a bonecrushing bite and appetite for human flesh. This is however, far from the real truth. Lizardfolk do have sharp teeth and powerful jaws, but hardly use them for more than hunting food or self defense. Humans could likely relate very well to the average Lizardfolk if they could see past their scaley exterior. The Greenscales mostly desire to live peacefully and be left alone, as opposed to being the man-eating monster of childrens' nightmares. It's a shame that the odd rogue tribe ruins the race's reputation as a whole .
Personality: Most lizardfolk tend to be quiet, letting their actions speak for them, though when one does speak it is usually wise to listen. Most people take them to be dumb brutes, a fatal mistake. Lizardfolk are as wise and cunning as any elf. A good number of Greenscales are proud, of their race, their heritage, or skills in battle; They do not take insults lightly. Lizardfolk society has a great number of rules and rituals that help them survive and thrive in their harsh bog environments while also keeping order. Because of this many Greenscales tend to observe strict adherence to rules, although it can also cause those in Lizardfolk society who do not like rules to abandon their tribes. Many tribal leaders tend to feel they are better off.
Physical Description: Greenscales appear to be bipedal crocodiles or alligators, but slightly more humanoid. Lizardfolk males weigh two to three hundred pounds, stand between six to six and a half feet tall or more, including a tall, brightly colored crest on the tops of their heads. Females are somewhat smaller, weighing one hundred and fifty to two hundred pounds and standing five feet ten inches to six feet two inches. Females have shorter snouts and two, smaller crests more dull in color. Male crests can be a combination of any bright colors, often red, orange or yellow. Female crests are a dull bluish purple to light pink or mauve. Like their name suggests, Greenscales are covered in hard green scales, kept smooth and lustrous by an oil that is secreted from the lizardfolk's skin.
Relations: Lizardfolk have little relations with other races, which suits them just fine. Greenscales fend for themselves and expect no help from others. A small number of Greenscale tribes have initiated trade relations with settlements near their marsh homes, trading exotic pelts and skins, swamp herbs and magical plants for weapons of iron and steel.
Alignment: Lizardfolk are generally Unaligned, as they do not normally operate by any moral codes, only laws of nature
Lizardfolk Lands: Lizardfolk are most plentiful in swamps, bogs and marshes, though it is not uncommon for tribes to be found in other places where fresh water is abundant, such as a forest that rings around a large lake, warm rivers or even the underdark.
Religion: Lizardfolk worship Semuanya, Unaligned goddess of swamps, decay, and patron of the Lizardfolk race.
Language: Greenscales speak Draconic, and occasionally common if they are travelers or have trade relations with civilized towns and cities
Names: Lizardfolk names tend to be sibilant, with many S sounds. Male names tend to have harder sounds and more syllables, female names are generally shorter and roll of the tongue easily.
Male Names: Koarnorgek, Regortar, Kergerak, Zissren, Oresskorda, Mersirkog, Ezrekon,Ysorgoss
Female Names: Sseranya, Esseri, Yeszri, Asyera, Isyera, Iszeno, Isyela, Asyela, Essiya, Ssileo
Tribe Names: Bogstalker, Bogshadow, Birdhunter, Beastkiller, Hardscale, Swordfang, Spearmouth, Daggermaw, Swamprunner, Marshtrekker.
Adventurers: Lizardfolk adventurers are often those who left their tribe because of a dislike for tradition, rules, or their elders. In other cases, adventuring lizardfolk are those who were exiled or banished from their tribe for committing a crime or losing to a higher ranking member of society in a duel. Greenscale adventurers often travel alone or sign up with mercenary companies; only a few seek to form lasting bonds of friendship with others.
Lizardfolk Racial Traits
Average Height: 5' 10 - 6' 6"
Average Weight: 150-250 lbs.
Ability Scores: +2 Str, +2 Wis
Size: Medium
Speed: 6 Squares
Vision: Low-Light
Languages: Common, Draconic
Skill Bonuses: +2 Endurance, 2 Athletics
Swamp Walk: Lizardfolk possess the Swamp Walk ability described in the Monster Manual
Lizardfolk Weapon Proficiency: Greenscales are proficient with the spear and light shield.
Hold Breath: Lizardfolk can swim underwater for 10 minutes before needing to make an Endurance check
Natural Weapon: Between a Lizardfolk's slashing claws, daggerlike teeth and bonecracking tail, they don't require a weapon to attack, defend or even kill. A Greenscale's unarmed attacks deal 1d6 damage instead of 1d4, and can use powers requiring a melee weapon while unarmed.
*****
New Heroic Tier Feats
Sidestep Attack
Prerequisites: Dex 15, Lizardfolk
Benefit: You gain the Sidestep Attack At-Will Power

You Shift and make a melee basic attack.
Snapping Jaws
Prerequisites: Str 15, Lizardfolk
Benefits: You gain the Snapping Jaws encounter power

Str vs. AC; if you hit, deal no damage, but destroy any one non-magic weapon or item held by the opponent
Marsh Mystic Initiate
Prerequisites: Wis 15, Lizardfolk, Cleric
Benefits: You gain one of the two following powers as an encounter power: Swamp's Grasp, Bog Cloud

Area Burst 2 within 10; Wis vs. Reflex; The target is slowed (save ends). The zone is difficult swamp terrain until the end of the encounter

Area Burst 2 within 10; Wis vs. Fortitude; 2d8 + Wis poison damage, and the target is dazed until your next turn
New Paragon Tier Feats
Marsh Mystic Adept
Prerequisites: Wis 17, Lizardfolk, Cleric
Benefits: Choose One: When you use Swamp's Grasp, the target is immobilized instead of slowed OR When you use Bog Cloud you deal 3d8 poison damage and the target is stunned instead of dazed OR you gain whichever power you did not choose with the Marsh Mystic Initiate feat
*****
Concerns
1. Lizardfolk need some kind of hold breath ability, but I'm unfamiliar with those rules in 4e, or if there even are any
2. Should I tone down Swamp's Grasp to slowed instead of immobilized?
That's all, folks
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