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<blockquote data-quote="Echohawk" data-source="post: 4064914" data-attributes="member: 9849"><p>The Malatran lizard men have been expunged from the "to be converted list". Here are the Malpheggi, please excuse the slight delay:</p><p></p><p><strong><em>New Character Race: Malpheggi Lizard Men</em></strong></p><p>If you want to create a Malpheggi lizard man character, here is how you do it:</p><p></p><p><strong>Racial Ability Modifiers</strong></p><p>Malpheggi lizard men receive a +2 bonus to Strength ability scores, and a -2 to Dexterity. (Change all results of 19 or 20 to 18's instead, and results of 1 or 2 to 3's instead.) In spite of popular belief, Malpheggi lizard men do <em>not</em> suffer penalties on Intelligence scores.</p><p></p><p><strong>Saving Throw Table</strong></p><p>Lizard men save as clerics of the same experience level:</p><p></p><p>Level 1-4 5-8 9-12</p><p>Death Ray or Poison 11 9 7</p><p>Magic Wands 12 10 8</p><p>Paralysis or Turn to Stone 14 12 10</p><p>Dragon Breath 16 14 12</p><p>Rod/Staff/Spell 15 13 11</p><p></p><p><strong>Experience Table</strong></p><p>Malpheggi lizard men can rise to 12th experience level, according to the following table:</p><p></p><p>Experience Experience Hit</p><p>Level Points Dice</p><p>1st 0 1d8</p><p>2nd 1,500 2d8</p><p>3rd 3,000 3d8</p><p>4th 6,000 4d8</p><p>5th 12,000 --</p><p>6th 25,000 5d8</p><p>7th 50,000 6d8</p><p>8th 100,000 7d8</p><p>9th 200,000 8d8</p><p>10th 300,000 --</p><p>11th 400,000 9d8</p><p>12th 500,000 10d8</p><p></p><p><strong>Gaining New General Skill Slots</strong></p><p>Above 12th level, the ceiling for Malpheggi characters, the lizard men get another general skill slot with every 400,00 points earned.</p><p></p><p><strong>Prime Requisite</strong></p><p>Strength is the prime requisite for Malpheggi lizard men. A lizard man with a Strength score of 15 gets +5% experience bonus; one with a score of 18 gets a +10% bonus.</p><p></p><p><strong>Minimum Scores</strong></p><p>A Malpheggi lizard man must have a score of at least 13 in Strength and 9 in Constitution.</p><p></p><p><strong>Weapons and Armor</strong></p><p>Weapons and armor permitted to Malpheggi lizard men include these:</p><p><strong>Cultural Melee Weapons</strong>: Axe/battle, axe/hand, dagger, sword/short, sword/normal (broad), sword/bastard, hammer/war, hammer/throwing, spear, javelin, trident, net.</p><p><strong>Cultural Missile Weapons</strong>: Crossbow/light, crossbow/heavy.</p><p><strong>Cultural Armor</strong>: Shields only (horned shield, knife shield, sword shield, tusked shield allowed).</p><p><strong>Shamans Can Use</strong>: Axes and hammers, shields.</p><p><strong>Wokani Can Use</strong>: Dagger, net.</p><p></p><p><strong>Shamans and Wokani</strong></p><p>Malpheggi lizard men can reach 6th level as shamans and 4th as wokani.</p><p></p><p><strong>Special Hindrances</strong></p><p>Lizard men can wear no armor, though they can carry shields (and thus lower their AC by 1).</p><p></p><p><strong>Special Abilities</strong></p><p>These lizard men have numerous special abilities:</p><p>Though they are slow on land than many other races, they aren't as slow as most lizard men. Their land movement rate is 90' (30').</p><p>They can <em>breath water</em>, as in the spell of the same name, but with unlimited duration; they swim very well, and have a swimming rate of 120' (40').</p><p>Lizard men have a naturally tough hide; they have a basic AC of 5.</p><p>Even when unarmed, Malpheggi lizard men still have their claws. When striking barehanded, with their claws, they get <em>two</em> 1d4 attacks.</p><p></p><p><strong>Languages</strong></p><p>Malpheggi lizard men speak their own language, the dragon language, and Common (Neathar).</p><p></p><p><strong>Alignment</strong></p><p>Lizard men may be of any alignment, but most are neutral.</p><p></p><p><strong>General Skills</strong></p><p>Malpheggi lizard men must take the Survival (Swamp) general skill.</p></blockquote><p></p>
[QUOTE="Echohawk, post: 4064914, member: 9849"] The Malatran lizard men have been expunged from the "to be converted list". Here are the Malpheggi, please excuse the slight delay: [b][i]New Character Race: Malpheggi Lizard Men[/i][/b] If you want to create a Malpheggi lizard man character, here is how you do it: [b]Racial Ability Modifiers[/b] Malpheggi lizard men receive a +2 bonus to Strength ability scores, and a -2 to Dexterity. (Change all results of 19 or 20 to 18's instead, and results of 1 or 2 to 3's instead.) In spite of popular belief, Malpheggi lizard men do [i]not[/i] suffer penalties on Intelligence scores. [b]Saving Throw Table[/b] Lizard men save as clerics of the same experience level: Level 1-4 5-8 9-12 Death Ray or Poison 11 9 7 Magic Wands 12 10 8 Paralysis or Turn to Stone 14 12 10 Dragon Breath 16 14 12 Rod/Staff/Spell 15 13 11 [b]Experience Table[/b] Malpheggi lizard men can rise to 12th experience level, according to the following table: Experience Experience Hit Level Points Dice 1st 0 1d8 2nd 1,500 2d8 3rd 3,000 3d8 4th 6,000 4d8 5th 12,000 -- 6th 25,000 5d8 7th 50,000 6d8 8th 100,000 7d8 9th 200,000 8d8 10th 300,000 -- 11th 400,000 9d8 12th 500,000 10d8 [b]Gaining New General Skill Slots[/b] Above 12th level, the ceiling for Malpheggi characters, the lizard men get another general skill slot with every 400,00 points earned. [b]Prime Requisite[/b] Strength is the prime requisite for Malpheggi lizard men. A lizard man with a Strength score of 15 gets +5% experience bonus; one with a score of 18 gets a +10% bonus. [b]Minimum Scores[/b] A Malpheggi lizard man must have a score of at least 13 in Strength and 9 in Constitution. [b]Weapons and Armor[/b] Weapons and armor permitted to Malpheggi lizard men include these: [b]Cultural Melee Weapons[/b]: Axe/battle, axe/hand, dagger, sword/short, sword/normal (broad), sword/bastard, hammer/war, hammer/throwing, spear, javelin, trident, net. [b]Cultural Missile Weapons[/b]: Crossbow/light, crossbow/heavy. [b]Cultural Armor[/b]: Shields only (horned shield, knife shield, sword shield, tusked shield allowed). [b]Shamans Can Use[/b]: Axes and hammers, shields. [b]Wokani Can Use[/b]: Dagger, net. [b]Shamans and Wokani[/b] Malpheggi lizard men can reach 6th level as shamans and 4th as wokani. [b]Special Hindrances[/b] Lizard men can wear no armor, though they can carry shields (and thus lower their AC by 1). [b]Special Abilities[/b] These lizard men have numerous special abilities: Though they are slow on land than many other races, they aren't as slow as most lizard men. Their land movement rate is 90' (30'). They can [i]breath water[/i], as in the spell of the same name, but with unlimited duration; they swim very well, and have a swimming rate of 120' (40'). Lizard men have a naturally tough hide; they have a basic AC of 5. Even when unarmed, Malpheggi lizard men still have their claws. When striking barehanded, with their claws, they get [i]two[/i] 1d4 attacks. [b]Languages[/b] Malpheggi lizard men speak their own language, the dragon language, and Common (Neathar). [b]Alignment[/b] Lizard men may be of any alignment, but most are neutral. [b]General Skills[/b] Malpheggi lizard men must take the Survival (Swamp) general skill. [/QUOTE]
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