*plink plink plink*
Just in case you want some scaly Player Characters that aren’t official here’s some reasonable, key word reasonable, lizardmen based races you can offer as options. I wouldn’t have a problem with these being used by my players, no OP or uberness here. Too many non-official things are OP to a greater or lesser degree, classes, races, weapons, etc. It’s bad enough when wizards does it, we don’t need to add to the problem.
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From the original thread here.
My take on the lizzies (I’m using Flash_Plasma’s racial traits as base)
| Greenscale Lizardfolk |
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| Ability Scores: +2 Str, +2 Wis |
| Size: Medium |
| Speed: 6 Squares, see Swamp Walk |
| Vision: Normal |
| Languages: Common, Draconic |
| Skill Bonuses: +2 Endurance, +2 Athletics |
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| Swamp Walk: You ignore difficult terrain if it is the result of bog, mud or shallow water. |
| Lizardfolk Weapon Proficiency:You gain proficiency with the spear and the longspear. |
| Hold Breath: You do not make Endurance checks against suffocation until after 10 minutes. Additionaly, you don’t need to make Endurance checks to hold your breath in strenous situations. |
| Tail Slap: You can use Tail Slap as an encounter power. |
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| Tail Slap |
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| Greenscale Lizardfolk racial power |
| Much to the surprise of the enemy sneaking behind your back, your tail lashes out. |
| Encounter • Immediate Reaction |
| Trigger: A flanking enemy attacks you. |
| Melee 1 |
| Attack: Str+2 vs Ref |
| Special: Your attack bonus increases to +4 at 11th Lvl and to +6 at 21st Lvl. |
| Hit: 1d6 + Str dmg, and the target is knocked prone. |
| Special: Your damage increases to 2d6 at 11th Lvl and to 3d6 at 21st Lvl. |
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Another Lizardfolk (I loved those in 3.5)
| Poison Dusk Lizardfolk |
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| Ability Scores: +2 Con, +2 Dex |
| Size: Small |
| Speed: 6 Squares, see Forest Walk |
| Vision: Normal |
| Languages: Common, Draconic |
| Skill Bonuses: +2 Acrobatics, +2 Nature |
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| Forest Walk: You ignore difficult terrain if it is the result of trees, underbrush, plants or natural growth. |
| Poison Resistant: You gain poison resistance equal to 1/2 your level. |
| Poison Spittle: You gain Poison Spittle as encounter power. |
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| Poison Spittle |
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| Poison Dusk Lizardfolk racial power |
| You coat your weapon in venomous spittle |
| Encounter • Minor • Poison, Weapon |
| Melee touch |
| Target: One held weapon |
| Effect: The next attack made with the weapon deals additional 1d6 poison damage. This increases to 2d6 at 11th Lvl and to 3d6 at 21st Lvl. |
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Lizardfolk feats
Heroic racial feats
STRONG TAIL
Prerequisite: Lizardfolk, Tail Slap power
Benefit: If you hit with your Tail Slap power, you can push the target 1 square.
ANKLEBITER
Prerequisite: Lizardfolk, small size
Benefit: Against large or larger creatures, you gain a +1 racial bonus on damage rolls.
CLAMPING JAWS
Prerequisite: Lizardfolk
Benefit: If you successfully grab a target, or sustain a grab (normally a minor action) against your target, you deal damage equal to either your Str or Dex Mod to your target.
MARSH STALKER
Prerequisite: Lizardfolk, Swamp Walk racial feature.
Benefit: You gain the benefit of concealment in difficult terrain related to your Swamp Walk racial feature.
REACTIVE SKIN
Prerequisite: Poison Dusk Lizardfolk
Benefit: When adjacent to a wall, you gain a +4 racial bonus to stealth checks.
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Paragon racial feats
GREENSCALE WARRIOR
Prerequisite: Lizardfolk, Tail Slap power
Benefit: Your Tail Slap power gains the Reliable keyword.
CLINGING POISON
Prerequisite: Lizardfolk, Poison Spittle power
Benefit: If a target is dealt extra damage from your Poison Spittle power, it also suffers ongoing 5 poison damage (save ends).
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Channel Divinity feats
MARSH MYSTIC INITIATE
Prerequisite: Channel Divinity class feature, aquatic subtype or Swamp Walk racial feature.
Benefit: You can invoke the power of the marsh to use Swamp’s Grasp
| Channel Divinity: Swamp’s Grasp |
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| Feat Power |
| Encounter • Minor • Divine, Zone |
| Close burst 10 |
| Effect: You summon a 3×3 square zone of bog terrain. Until the end of the encounter, the zone counts as difficult terrain. |
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POISON SHAMAN
Prerequisite: Channel Divinity class feature.
Benefit: You can invoke the power of nature to use Bog Cloud
| Channel Divinity: Bog Cloud |
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| Feat Power |
| Encounter • Standard • Divine, Poison, Zone |
| Close burst 1 (3 at 11th Lvl, 5 at 21st Lvl) |
| Effect: The burst creates a zone that lasts until the end of your next turn. You and your allies inside the zone gain concealment. |
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