Lizardfolk
Proud and ancient, it is said the Lizardfolk once ruled all the realms. In some places that is still true, where their natural abilities lead to them being a dominant force within a region.
Related to kobolds, Lizardfolk don't typically have draconic natures but are closely related enough to there small cousins that it sometimes happens anyway. There scales tend to be in more simple, earthy tones of browns, blues and greens, with occasional orange, yellow or red ones.
Lizardfolk tend to to be tall and broad and physically imposing beings with long tails.
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Statistics
Lizardfolk gain three of the following abilities.
Aquatic - Move twice as fast through the water and hold your breath for longer.
Scaled Hide - Thick, heavy scales adds +1 to Armour when other armour is worn, or counts as 4 armour on its own when no other armour is worn.
Social Animal - Gain an additional Social Talent.
Bulky - A larger than usual frame offers +1 damage with melee weapons, increasing by +1 every 5 levels.
Physical Might - Add +10% to Physical Prowess.
Bloodline
Finally, the character selects one of the below abilities;
Common Lizardfolk - Gain an additional racial ability.
Oldblood Lizardfolk - Gaining even more size as they age, they also gain +10% to both Weapon Skill and Physical Prowess.
Strongjawed Lizardfolk - Requires the Claw and Fang ability. Upon gaining this Bloodline they gain the Grapple talent, and whenever they use a natural attack a Grapple can be made for one AP less than normal.
Kobold Blood - Gain a Draconic heritage.
Shifter Blood - Gain the Warform Talent
Simulacrum Enhancement - Gain +10% to dodge a magical attack, +10% on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Simulacrum Enhancement - Gain +10% to dodge a magical attack, +10% on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Nephilim Blood - Gain one of the optional Nephilim racial abilities.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.