Gekkonidae {[PEACH]} [Archive] - Wizards Community

Post/Author/DateTimePost
Mr_Arcane

09-03-07, 10:18 PM
When we started my first game, my brother and his character seemed to be very accident prone. Running afoul of every NPC I introduced and general mayhem followed. So In the advent of our first dungeon, I promised to make him a race for when and if he becomes a dead body, and (knowing my players) subsequently trap bait. With out further ado, the Gecko-folk a.k.a.:

The Gekkonidae
(Pronounced Geh-ko-nee-day)

Racial Traits
*+2 Dex, -2 Wis, -2 Cha. Gekkonidae are naturally dexterous, all the while driven by a naiveté that knows no bounds and way to exotic behavior.
*Medium Monstrous Humanoid (Reptilian)
*Base land speed 30 ft. Climb speed 20 ft.
*Low light vision
*Climb is always considered a class skill.
*+1 on saves vs. traps. Gekkonidae are naturally lucky.
*Favored Class: Rogue or Scout.

Flavor/ Fluff section
“I’ve never meet anything like a Gekkonidae. The buggers seem to have boundless energy and a lack of respect for personal space, but they seem to have a knack for making any situation look hopeful.”
-Nahani, anthro rabbit owner and barmaid at the Lucky Rabbit Tavern, on her old adventuring pals.

Personality- Gekkonidae are curious. Almost to the point of saying, “What does this lever do?”, pulling it, and finding out the hard way some things are best left un-pulled. They have a boundless source of energy that is normally expend running, jumping, climbing, and adventuring. The Gekkonidae have a mild distain for being sedentary for to long and might cause trouble if left unsupervised. Many have a zest for life and often live it to the extreme.

Physical Description- Two words describe the average Gekkonidae: wiry and colorful. What might be considered an unhealthy thinness amongst humans and other races is very common. On average, a Gekkonidae weighs 95 to 110 pounds and have a height of 5’ 8” to 6’1”, the females being on the low end of the spectrum. Most of their body is lean muscle, organs, and bones. Gekkonidae sport a skin of scales, and depending on the clan, have a myriad of hues. A common Gekkonidae has bright colors, like blue, bright green, and yellow. Their wide toes and fingers are coated in fine hairs that cling to most any surface and allow them to climb with ease. A Gekkonidae’s tail can range from round and wide to thin and whip-like. Their eyes are larger than a human’s and possess a wide snout and nose slits.

Relations- Gekkonidae enjoy relationships with most good and neutral races. They show enthusiasm when meeting new people, and sometimes ask personal questions before it’s appropriate. This may lead to embarrassment for a Gekkonidae that is unfamiliar about certain societies. They share a great friendship with Gnomes and Halflings, as they all are social creatures.

Alignment- Many Gekkonidae are chaotic to an extreme. They see most creature with lawful alignments as sticks in the mud that need to loosen up. Their Good/Evil alignment is generally neutral with a tendency towards good.

Lands- Many Gekkonidae live in rainforests or naturally tropical regions. Warm and humid weather seem to suit them. Many build up in the canopy of their jungle homes, showing a love for their natural environment, much like that of elves.

Religion- The Gekkonidae worship their creator deity: Palmosa. Often described as a female Gekkonidae clad in palm leaves, her domains are Chaos, Good, Luck, and Plant. Her Portfolio includes Nature, Adventure, Luck, and Learning. Many might choose Elhonna or Obad-hai as a different deity.

Names- Gekkonidae name their children after the world around them, referring to objects of nature on may occasions. They normally give their clan name first when in formal situations among their own kind and just give their given name in more casual situations.
Clan names- Bibronii, Ciliatu, Tokay, Maculra, Siviska, and Ptychozoon.
Given names- Soaring Branch, Fire Lily, Brilliant Lightning, Nimble Toes, and Solid Tail

Adventurers- Gekkonidae are almost predisposed to adventuring. The young ones tend to develop the urge by climbing trees and ceilings when they are in humanoid society. Many even make a game out of it. If anything, adventurers can be as chaotic and unpredictable life itself, and many can adapt quiet readily.

Languages- Base Languages: Common, Gekkonidae. Bonus Languages: Halfling, Gnome, and Sylvan.

Childhood and Development- Gekkonidae are born live, unlike the normal reptilian way. Females give birth to multiple young, some time up to five or six at a time, but the most common is triplets. From birth it is very hard to tell the sex of the young Gekkonidae and parents generally give names to them immediately, which can cause some minor problems afterwards. Five years after birth they have the capacity to talk, walk, and climb, all of which they do readily. By now, minor sexual characteristics have set in and this gives parents an inkling to the gender of the youth. Young females have thin bodies, while males have an athletic build.
When they reach ten years old, major characteristics develop. Females develop a store of fat in their chests, which come in handy later, while males of certain clans develop spines along the eyes. Society until age ten is fairly unisex, then the children are separated according to gender. Some males might have names deemed feminine and some females might have names deemed masculine due to such androgyny during youth.
By thirteen, the young have finished growing and are inducted into adulthood. Many Gekkonidae reach midlife by twenty eight, and are old by forty five. The average age at death is fifty five.

Clans- Gekkonidae clans are separate entities and all have alliances with the other. Many live together in villages in the trees.
Bibronii Clan- Bibronii clan Gekkonidae have a brown color to them. Dark brown on the backs, white to very light brown on the belly, and spots littering the back. Bibronii clan tend to be a bit more stocky than others.
Ciliatu Clan- Ciliatu clan have grey, red, brown, orange, and tan colorations. Small spines grow along the eyes and sides along the back, regardless of gender. Sometimes have spines going down to their tails or none along their side. Ciliatu have small claws on their hands for when they can grip things. They lack the strength for natural attacks.
Tokay Clan- The Tokay Clan is by far the most common and is what most people think of when they meet a Gekkonidae. The clan sports a blue-grey to blue-green body, with red or orange spots.
Maculra Clan- The Maculra is known for it’s lack of adhesion; fat, round tails, and eyelids. Many belonging to this clan have a yellow base color with black strips and spots.
If you want to play a Maculra Clan Gekkonidae, make the following adjustments:
*Maculra Clan have no climb speed, but instead make use of an exotic tool/weapon in which they have Exotic Weapon Proficiency in. The Maculra Claw Gauntlet is a gauntlet with small claws in the palm and along the wide fingers, ending in claws on the fingertips. A Maculra or other creature wearing a Maculra Claw Gauntlet gains a +2 circumstance bonus to climb checks (that doesn’t stack with the bonus from a climber’s tool kit). An unarmed strike with a Claw Gauntlet is considered lethal and deals 1d4 piercing damage, critical threat on a 20, weight 2 pounds, and cost 10 gp.
Ptychozoon Clan- This Gekkonidae clan is known for its webbing along the tail, legs, arms, sides of the body, and along the head.
If you want to play a Ptychozoon Clan Gekkonidae, make the following adjustments:
*-2 Con. Their bodies are more suited to gilding and are lighter and less durable than other Gekkonidae.
*Ptychozoon have a glide speed of 30ft, they take 1d6 damage from a fall no matter how high, and when unconscious, their arms and legs naturally extend to spiral downward and land safely.
Siviska Clan- Like the Ptychozoon Clan, the Siviska Clan has a webbing of skin along their fingers and toes. They lack the ability to climb, but make up for it with the ability to swim.
*Instead of a climb speed, Siviska Clan has a swim speed of 20 ft. For them, swim is always a class skill. They also have the ability to hold thier breath underwater for a number of rounds equal to 5+ thier CON modifier.
Sulpuriki- This clan has highly corrosive blood, and some of it's members have the ability to spit acid. They are black with a lighter coloured belly, and often sport green markings. They are often seen as outsiders in the Gekkonidae society, and therefore keep to themselves.
Cornutus Clan- Being somewhat larger in size and looking almost obese compared to the slim and dexterous members of the other clans, the Cornutus are covered in small spines and have small horns on their head. These deal 1d4 extra damage when grappling. They do not have a Climb speed, but have a Burrow Speed of 10 feet instead. Additionally, since the Cornutus mostly live in desertic environments, they have +6 to Fortitude saves against extreme heat and Fire Resistance 1.
Sneeray Clan- The Sneeray are similar in appearances to the Tokay Clan... at first. The have the uncanny ability to change their skin colour and tone to their enviroment.
If you want to play as a Sneeray Gekkonidae make these adjustments:
* The Sneeray Gekkonidae have no luck bonus to saves.
* The Sneeray gain a +6 bonus on hide checks and a +4 bonus on disguise checks.
Korash- The Gekkonidae of the Korash clan are red in colour with black spots and a white underbelly, howevr they have tougher, scalier skin than their cousins. They have eyes as black as they night sky. Their tail, unlike other Gekkonidae clans, is long and powerful with a stinger on the end similar to a scorpions. This is capable of attacking enemys with some force, many Gekkonidae of the korash clan are known to be able to poison their enemys with this sting.
If you want to play as a Korash Gekkonidae make these adjustments:
* The Korash Gekkonidae have a climb speed of 10 ft and a Base land speed of 25 ft
* The Korash Gekkonidae can use their stinger as a natural attack, dealing 1d4 peicing damage.
Hayobiki- The Hayobiki are known to be foul creatures. They have a dark purple skin tone and large white eyes. They have the odour of rotting eggs about them... always.
If you want to play as a male Hayobiki Gekkonidae make these adjustments:
* -4 charisma
* Stench: Male Hayobiki Gekkonidae excret a noxious smell from glands all over their body. This smell is offensive to nearly all living creatures (Except other Hayobiki Gekkonidae) If any living creature (Except other Hayobiki Gekkonidae) comes within 10 feet of the Hayobiki Gekkondae, the creature must make a Fort Save (DC= 10 + 1/2 Hayobiki Hit Dice + Con modifier) or become sickened for 10 rounds. Creatures who make this save cannot be affected for 24 hours. Neutralize Poison and Delay Poison spell removes this effect. Creatures with immunity to poison are immune to the Hayobiki stench effect. Creatures resistant to poison apply their bonuses to the save. The stench ability is constant.



Gekkonidae Racial Feats
My what big eyes you have
Prereqs- Gekkonidae 1st level
Benefits- You gain Superior Low-light Vision (120’) and Darkvision to 60 ft.
Drawbacks- You also gain Light Blindness. Blinded when exposed to bright light (Like sunlight or a Daylight spell) and are considered Dazzled as long as you remain in the affected area.

Tongue Scent
"I dont like this place boss, the air tastes like dragon."
Prereqs- Gekkonidae
Benefits- Using your tongue, you gain the Scent ability as outlined in the Monster Manual.

Acid Spitter
Prereqs- Gekkonidae of the Sulpuriki clan. Must be taken as a background feat (at first level).
Benefit- You have developed small glands beneath your tongue, and you can spit your corrosive blood at your foes. This attack deals 1d6 points of acid damage, and has a range increment of 15 feet. On a critical hit (20/x2), the foe is hit in the eyes and blinded for 1 round.

Acidic Blood
Prereqs- Gekkonidae of the Sulpuriki clan. Must be taken as a background feat (at first level).
Benefit- When you are wearing light armor or no armor at all, adjacent enemies who damage you with piercing or slashing weapons take 1d4 points of acid damage, as your blood squirts and hits them.

Bloodshot Eyes
Prereqs- Cornutus Clan.
Benefit- You can squirt blood from your eyes for a number of times per day equal to your Constitution modifier + 1. This blood is very foul-smelling and if the creature is hit (requiring a touch attack), the creature must make a Fortitude save with a DC equal to 10 + the Cornutus' HD or be blinded for 1 round. On a succesful save, the creature is nauseated instead. The attack has a range increment of 10 feet.

Poison Sting
Prereqs- Gekkonidae of the Korash clan. Must be taken as a background feat (at first level).
Benefit- The stinger on your tail has developed a posion sack and is able to poison creatures when you attack with your sting. The poison deals 1d4 str damage with a fort save DC (10+1/2 Gekkonidaes hit dice+Con mod) You can use this a number of times per day equal to 1 + Con mod.


In Eberron: In the Eberron Campaign Setting, Gekkonidae can be found in in the jungles of Xen’drik. Some clans have forged alliances with tribes of drow and the two make formidable fighting teams when it comes to hunting dangerous giants.
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What really concerns me is it’s climbing abilities, LA, and maybe some extra racial feats and clans. Many of the stuff I listed in the flavor/ fluff section might be contrary to a normal gecko, but this is more of a “chaos embodied” race rather than a “sleepy lizard the crawls on walls and eats bugs” race. I would also love some help to place these guys into the Forgotten Realms Setting. I eagerly await your feedback!
Mr_Arcane

09-06-07, 02:59 PM
:bump:
Anyone willing to comment on this or help? Please?
Bearcharger

09-06-07, 03:24 PM
:bump:
Anyone willing to comment on this or help? Please?

Well what things did you have a hard time with, or what areas do you think need help.

I personally think that this is a cool race and would love to see it in action.
Jeweler

09-06-07, 03:38 PM
Beyond the fact that I don't think low light vision works that way, in 3.5 I don't know whether you are using that or not so, but other than that it looks pretty good. It even might seem a little underpowered because, and maybe this is just me not sure, climbing doesn't seem as good as other forms of movement.

Question on the name though, were you trying to make it look japanese or is that just me seeing things?
Mr_Arcane

09-06-07, 04:51 PM
To answer your questions Jeweler, Gekkonidae is actually Latin, and the Family name for geckos. I based many of the clan names after the Genus names for the species. I looked up the low light vision on the SRD and found that I was indeed wrong. I will fix this ASAP.

The whole idea of a Gekkonidae Scout going up a wall, getting some nice skirmish damage, and keeping out of reach of some melee attacks is pretty interesting. If you're on the ceiling and it hits your turn again, take some Alchemist's Fire or a Thunderstone, and take the liberty of dropping it on the foes head. An orc with its head on fire sounds pretty fun.
Jeweler

09-07-07, 06:52 PM
I just got an entirely new appreciation for climbing speeds and semi-intelligent enemies. Thanks for the idea.

Hmmm thats odd, looks exactly like a japanese word, not a real one mind you but eh. Thats cool though, makes more interesting names that still tell what they are.
baby_kamikaize_kobold

09-07-07, 08:02 PM
Huzzah!! a LA+0 lizard race is pure awsomeness to me well played sir.
Mr_Arcane

09-07-07, 08:29 PM
Yes, Jeweler. Always keep a crossbow on hand for some sneaky Gekkonidae on the ceiling. If you don't get them, they will get you.

And to you baby_kamikaize_kobold, I thank you. And if you don't mind, I shall start up and add you to an ego sig.
Pteraden

09-08-07, 10:27 AM
http://i157.photobucket.com/albums/t48/Pteraden/geicogecko-1.jpg
Lawful Gekkonidae
imakuni67

09-08-07, 01:06 PM
Doesn't having a climb speed increase your climb skill further?
baby_kamikaize_kobold

09-08-07, 09:42 PM
And to you baby_kamikaize_kobold, I thank you. And if you don't mind, I shall start up and add you to an ego sig.

Huzzah! and thank you good sir/madam.
Mr_Arcane

09-08-07, 09:46 PM
imakuni67- Yes it does, by a +8. Initially that was what worried me the most.
Pteraden-Thank you for finding what might be the Gekkonidae mascot. Our herald shall be one of car insurance and Alchemist Fire bombs!
baby_kamikazi_kobold- It great to know I have a fan of the race. And please, it's Mr_Arcane for a reason.
To Anyone who is listening- I want to hear your suggestions of other clan varients and racial feats! Feel free to post them here so we can all PEACH!
baby_kamikaize_kobold

09-14-07, 05:56 PM
What about a water adapted version that forgoes the climb speed and get a swim speed instead?
ragoftag

09-14-07, 07:07 PM
What an utterly silly race! What? No net bonus to stats? No sneaking in a 'carefully balanced' get-over!? What WERE you thinking? Real roleplay? Do you realize just how much FUN this could be? What were you thinking? D&D should be fun? Roleplay is important? Egad! This is a race with the RP potential of Kender, but without the poisonous canker of thievery within the party! Can't wait to play one! Submit this to 4th Ed! GJ! :bow: Can't wait to see Yaba's input
BlackRequiem

09-14-07, 07:19 PM
I can see why it's fun but.. are these just really eccentric kind of people, or are all of the members of their race incredibly bouncy and hyperactive? It may be cute at first but eventually someone is going to Finger of Death it, plus these kinds of races and characters tend to break an otherwise serious setting or mood. If it works with how you want to DM be my guest.. but I wouldn't allow them in mainstream campaigns if it was me.

To give you an example, there was always someone in Vampire: The Masquerade who had to play this Malkavian that was always being loud and obnoxious under the guise of 'silly humor' with the weak excuse of 'my character is insane so it's totally cool for me to be silly and act like a jerk!'. Don't end up having it turn into something like that unless the aim of the game world IS to be surreal and comedic.
Easalyamusedoldman

09-14-07, 08:50 PM
What about adding a luck bonus as a way too keep them alive longer... Oh and they remind me of Jar jar binks in Starwars.
Mr_Arcane

09-15-07, 12:43 AM
What an utterly silly race! What? No net bonus to stats? No sneaking in a 'carefully balanced' get-over!? What WERE you thinking? Real roleplay? Do you realize just how much FUN this could be? What were you thinking? D&D should be fun? Roleplay is important? Egad! This is a race with the RP potential of Kender, but without the poisonous canker of thievery within the party! Can't wait to play one! Submit this to 4th Ed! GJ! :bow: Can't wait to see Yaba's input

I am honestly speechless. I thank you for such praise. This will be most definatly added to the Ego Sig.

I can see why it's fun but.. are these just really eccentric kind of people, or are all of the members of their race incredibly bouncy and hyperactive? It may be cute at first but eventually someone is going to Finger of Death it, plus these kinds of races and characters tend to break an otherwise serious setting or mood. If it works with how you want to DM be my guest.. but I wouldn't allow them in mainstream campaigns if it was me.

I see. Well, as an easy comparison I would say that you could use halflings as an easy comparison. A normal Gekkonidae could have the friendly dispostion as a halfling while retaining the inborn curiosity. If you are indeed playing a surreal game, then you may go for all out insanity.

What about adding a luck bonus as a way too keep them alive longer... Oh and they remind me of Jar jar binks in Starwars.

Hmm. I would say giving that to my brother so he might not need to use this race (He's going Gnome Artificer for his next character). That Jar jar comment is definately the strangest comment by far.
Easalyamusedoldman

09-15-07, 06:43 AM
I was just talking about something like a +1 luck bonus to ST Vs. Traps
PS: I do really love this race, and I think i'll play one when the final draft is up.
gullas

09-15-07, 05:25 PM
nice race , really like it:D
Mr_Arcane

09-15-07, 10:57 PM
Thanks Gullas! It's always nice to get praise.

The latest update shall include the suggestion on a +1 vs traps and the aquatic version! Thanks to Easalyamusedoldman and baby_kamikaze_kobold for the suggestions.

And good news everyone, my brother's cleric is still alive! This is reported after we ran our first dungeon tonight. There's just one really bad thing that happened to him: he found the Belt of Masculinity/Feminity in the home made magic item, the Barrel of Many Random Things. He put it on and now we have a female cleric. Oh well, you can't deny the comedy of that the d% demands.
Twocan

09-16-07, 12:51 AM
Reading through it all, i gotta say i love it : ) Its true that it might break up a really serious adventure, but thats when you need to sit back and really ask, how many adventurers are serious all the time? A lot of the best and well known adventure stories have a light hearted character in there, because even serious heros need to laugh and be happy.


Though might i suggest making a feat to do with their tongue?
take a look here (http://www.drgecko.com/behaviours.htm#Tongue%20Flicking)

Its not entirely unfeasible that they could get a racial type of scent ability, thanks to their handy jacobsons organ. Maybe an ability to taste the air, which might give them information about the environment.

"I dont like this place boss, the air tastes like dragon"
Mr_Arcane

09-16-07, 01:37 AM
Twocan, I agree with you. Sometimes a bit of humor is well needed, even in something like a horror campaign, humor might be an attempt for characters to deal with the possibly mindbreaking tension. But as I like to see it, the only thing really written in stone are the racial traits. You could try and make a Dread Necromancer Gekkonidae that has all the personality of cheese grater. (Please don't attempt to communicate with a cheese grater. Friend of mine tried it once. Hurt his cheek, nothing serious though.)

A tongue based feat might work. Though it might seem creepy when the guy playing the Gekkonidae starts to lick his eyeballs non-stop, it will pay off when he finds the goblin ambush and everyone has a nice, shiney new level to show for it.
Twocan

09-16-07, 01:59 AM
Twocan, I agree with you. Sometimes a bit of humor is well needed, even in something like a horror campaign, humor might be an attempt for characters to deal with the possibly mindbreaking tension. But as I like to see it, the only thing really written in stone are the racial traits. You could try and make a Dread Necromancer Gekkonidae that has all the personality of cheese grater. (Please don't attempt to communicate with a cheese grater. Friend of mine tried it once. Hurt his cheek, nothing serious though.)

A tongue based feat might work. Though it might seem creepy when the guy playing the Gekkonidae starts to lick his eyeballs non-stop, it will pay off when he finds the goblin ambush and everyone has a nice, shiney new level to show for it.

Geckos DO lick their eyeballs a lot though, helps them stay moist! Same as cockroaches constantly clean themselves, birds preening themselves and cats constantly shed fur all over the place to annoy me. Its a matter of survival. A gecko creature would already be licking its own eyes, a feat would just make it mechanically justified.
Mr_Arcane

09-16-07, 01:20 PM
And this is true. My good friend had a leopard gecko once, meanest creature I ever met. When it ran away to who knows where, we decided to melt those green plastic army men and crayons on it's heat lamp :D
Arscura

09-16-07, 03:10 PM
I got a question. Is it's bonus to climb only a +2 or a +10. Normally climb speed gives a +8 bonus and you always may take 10.
I would not abbreviate from the norm and give a +8 bonus and always take 10. Than it need not be a class skill even. I mean a +18 is sweet enough. Which, by the way, doesn't give them a overpowered sense to me

I also would simply give them "trap sense", thus +1 to saves and AC versus traps. Though then again... why would they pull that lever? Oh well, apparently a first do than think race ;)

Can think of silly things with such a feat;
"He, what are you doing with that tongue? Get away from me!"
"I am just sniffing you out..."
"What you... hahaha... no, stop that. That is ticklish..."

Looking for a date or a Gekkonidiae tribeguard? Can you tell the difference?
baby_kamikaize_kobold

09-16-07, 03:41 PM
What about giving them the option to take the scent feat at level one? that seems like it would work to me.
Mr_Arcane

09-24-07, 08:59 PM
Okay, after much deliberation, I am going to say that thier +2 racial bonus stacks with the bonus to climb checks. so it's a culmulative +10 bonus to climb. This means, that by taking 10 on a climb check, the Gekkonidae can climb most dungeon walls without issue.

Since the issue of perfectly flat and vertical/horizontal walls, I would say a DC 30 for flat, smooth walls, like those you might find in a fancy wooden building. And for your run of the mill tavern roof, possibly a DC 40. Situations like this is why I made Climb always a class skill.
Mr_Arcane

10-21-07, 02:08 AM
Im going to retract my previous statement and keep that as the normal +8 you would get from having a climb speed. and with that i could like to declare that this race is now indeed playable and final. we might want to update the clan varients every once in a while with new ideas, but that's for later on.

This race is verified by Mr_Arcane as offical and in all actuality playable.
heavens_wrath

11-04-07, 05:30 PM
question on some fluff material. what are the natural languages and bonus languages? also, on feat developement, would it make sense to give them the ability to cheange their colors minorly? nothing as radical as a chamelion, but enough for say a +1 or +1 on hide or disguise?
zzo38computer

11-05-07, 01:06 AM
It is good, I like it. And it appears not to be unbalanced either.
Tema69

11-05-07, 03:28 AM
This race is made of pure awesomeness! I love it. I have a few suggestions.
Maybe the Siviska should have the Hold Breath Ability?
Maybe the Gekkonidae should be slower and take penalties when exposed to extreme cold weather?
And a possible variant clan:
Sulpuriki: This clan has highly corrosive blood, and some of it's members have the ability to spit acid. They are black with a lighter coloured belly, and often sport green markings. They are often seen as outsiders in the Gekkonidae society, and therefore keep to themselves.

Racial Feats:

Acid Spitter
Prerequesites: Gekkonidae of the Sulpuriki clan. Must be taken as a background feat (at first level).
Benefit: You have developped small glands beneath your tongue, and you can spit your corrosive blood at your foes. This attack deals 1d6 points of acid damage, and has a range increment of 15 feet. On a critical hit (20/x2), the foe is hit in the eyes and blinded for 1 round.

Acidic Blood
Prerequesites: Gekkonidae of the Sulpuriki clan. Must be taken as a background feat (at first level).
Benefit: When you are wearing light armor or no armor at all, adjacent enemies who damage you with piercing of slashing weapons take 1d4 points of acid damage, as your blood squirts and hits them.
Mr_Arcane

11-05-07, 04:24 PM
First i would like to say, WOOT! Two pages! This makes me happy. And I might like to add: The base stats are complete but you might want to check back every once in a while for new and fun varients, like the one from Tema69! Tema69, your stuff is cool and will be added to the front page! I deem it so.
Tema69

11-05-07, 05:10 PM
Wuhuu! My stuff is front page! Yeah! Hremm.. I mean, thanks :)
What about some wacko equipment they would use? Or what weapons they fight with? Etc... I'd love to help with such a cool race.

Edit: I love your "I bow to no rabbit" in your sig. It makes me laugh every time. ;)
Mr_Arcane

11-05-07, 06:30 PM
If I can read the OP correctly, and I sure hope I can, the Malcura clan has the claw guantlets, of which they are famed for using. I came up with the notion that if a Malcura forgets that they are wearing the guantlets, it might hurt when they go for a high five or a pat on the back. A lot.
baby_kamikaize_kobold

11-06-07, 04:53 PM
I Have another idea for a variant but it sounds kinda stupid. I can't really do names for clans but how about a clan that lives in the desert and look like those spiny lizards on the discovery channel? Maybe give them a bonus on saves to resist heat exhaustion and give them a natural weapon Spines that they can only use effectively in grapples?
Tema69

11-06-07, 06:54 PM
Assuming you're talking about lizards like this one:
http://upload.wikimedia.org/wikipedia/commons/0/0f/Phrynosoma_platyrhinos.jpg

If I may, I'd like to take a try at this clan.
Cornutus Clan: Being somewhat larger in size and looking almost obese compared to the slim and dexterous members of the other clans, the Cornutus are covered in small spines and have small horns on their head. These deal 1d6 extra damage when grappling. Additionally, since the Cornutus mostly live in desertic environments, they have +6 to Fortitude saves against extreme heat and Fire Resistance 1.
baby_kamikaize_kobold

11-06-07, 07:09 PM
Thanks tema69 that exactly what I was thinking of.
Mr_Arcane

11-06-07, 07:18 PM
What was originally to a race based on the gecko could emcompass other types of small lizards... hopepfully they don't encroach on the Lizardfolk territory.

That might work. A horned toad varient would be interesting to try and do. They might lack a climb speed but have spines that work in grapple, and probably the ability to shoot a blood mixture out of thier eyes to blind other creatures, oh say, 1+ CON mod times per day. Maybe a racial feat that would let them make a tail whip or something. Either way it could work.

Also, got a new race in the works. A little creature called the Ostoroc. It should be done later on tonight. This is assuming that I don't get cought up in AMV hell 4... again.

EDIT: Dagnabit. Beaten to the punch for them horney toads... oh well.
Tema69

11-07-07, 06:21 AM
I hope you don't mind us adding Clans? I think it could be fun.
So, how about this, then?

Cornutus Clan: Being somewhat larger in size and looking almost obese compared to the slim and dexterous members of the other clans, the Cornutus are covered in small spines and have small horns on their head. These deal 1d6 extra damage when grappling. They do not have a Climb speed, but have a Burrow Speed of 10 feet instead. Additionally, since the Cornutus mostly live in desertic environments, they have +6 to Fortitude saves against extreme heat and Fire Resistance 1.

But if you want to give them the blood shot, you might want to make it a feat:

Bloodshot Eyes:
Prerequesites: Cornutus Clan.
Benefit: You can squirt blood from your eyes for a number of times per day equal to your Constitution modifier + 1. This blood is very foul-smelling and if the creature is hit (requiring a touch attack), the creature must make a Fortitude save with a DC equal to 10 + the Cornutus' HD or be blinded for 1 round. On a succesful save, the creature is nauseated instead. The attack has a range increment of 10 feet.
Mr_Arcane

11-07-07, 04:55 PM
And it's Tema for the win, again! I think we should tone down the power of the grapple damage to 1d4 and I can call it golden. I also have no problem what-so-ever about people adding user created content to my user created content. This is what this community is all about; making the game more fun for everyone.
Tema69

11-08-07, 07:14 AM
Wuhuu.. :) Is armor spike damage 1d6? Then you might be right, 1d4 is more appropriate.
Mr_Arcane

11-08-07, 08:15 PM
Anyone else have anything that they would like to add?
Killer_Rabbit

11-09-07, 04:47 PM
Ah Ha! It's me again.
Heres an idea for a clan that I thought would be rather cool.

Korash: The Gekkonidae of the Korash clan are red in colour with black spots and a white underbelly, howevr they have tougher, scalier skin than their cousins. They have eyes as black as they night sky. Their tail, unlike other Gekkonidae clans, is long and powerful with a stinger on the end similar to a scorpions. This is capable of attacking enemys with some force, many Gekkonidae of the korash clan are known to be able to poison their enemys with this sting.
If you want to play as a Korash Gekkonidae make these adjustments:
* The Korash Gekkonidae have a climb speed of 10 ft and a Base land speed of 25 ft
The Korash Gekkonidae can use their stinger as a natural attack, dealing 1d4 peicing damage.
+1 natural Armor

Racial Feat:

Poison Sting
Prerequesites: Gekkonidae of the Korash clan. Must be taken as a background feat (at first level).
Benefit: The stinger on your tail has developed a posion sack and is able to poison creatures when you attack with your sting. The poison deals 1d4 str damage with a fort save DC (10+1/2 Gekkonidaes hit dice+Con mod) You can use this a number of times per day equal to 1 + Con mod.

Whatdoyathink?
Tema69

11-10-07, 04:30 PM
I like it. Are there any lizards with poisonous anything-else-than-bite?
I know this isn't the National Geografy channel, but I'm just curious.
Mr_Arcane

11-10-07, 11:41 PM
Me as well.

Posionious bites: Komodo Dragon, Gila Monster, and probably one more I am forgetting. Posionous Tail Sting: No lizards I can think of. This is dominated by scorpians. Other Poison Sources: Well, tree frogs have that nasty skin poison thing going on, the plyatapus has those evil spurs. No tail stingy lizards that I know of.
Killer_Rabbit

11-11-07, 04:47 AM
Awww no stingy lizards..... :weep:
Tema69

11-11-07, 07:32 AM
Awww no stingy lizards..... :weep:
Hehehe... ;)
Mr_Arcane

11-11-07, 12:16 PM
Unless you count Wyverns and Psuedodragons as "Stingy Lizards." I doubt that they would apperciate it. :D
Killer_Rabbit

11-11-07, 10:53 PM
Me again. A new clan if you wana use it.

Sneeray Clan:
The Sneeray are similar in appearances to the Tokay Clan... at first. The have the uncanny ability to change their skin colour and tone to their enviroment.
If you want to play as a Sneeray Gekkonidae make these adjustments:
* The Sneeray Gekkonidae have no luck bonus to saves.
* The Sneeray gain a +6 bonus on hide checks and a +4 bonus on disguise checks.

Wow.. I thought elves were crazy with sub-races..
Mr_Arcane

11-12-07, 03:53 PM
If we were playing a reptilian-subtype only game (i.e. Kobolds and Lizardfolk for everyone!) then the Gekkonidae might as well be the elves of that setting. Maybe we all should try to make a setting like that in the Campagin Workshop forum.
Tema69

11-12-07, 05:40 PM
In my campaign setting, the Kalpe Islands are composed of reptilians in a samurai-type society. These guys are deffinetly going to be the prime inhabitants. Kalpe includes kobolds (slaves/workers - low caste), lizardfolk (wild druids/rangers - no caste), Dragonkin (medium rulers and heavy warriors/samurai - medium caste), Half-Dragons (rulers and generals - high caste) and Dragons (godlike beings). The Gekkonidae would fit nicely just under the Dragonkin.
Killer_Rabbit

11-15-07, 03:45 AM
Hello I'm back again, I hope you don't mind I brought a friend.

Hayobiki- The Hayobiki are known to be foul creatures. They have a dark purple skin tone and large white eyes. They have the odour of rotting eggs about them... always.
If you want to play as a Hayobiki Gekkonidae make these adjustments:
* -4 charisma
* Stench: Male Hayobiki Gekkonidae excret a noxious smell from glands all over their body. This smell is offensive to nearly all living creatures (Except other Hayobiki Gekkonidae) If any living creature (Except other Hayobiki Gekkonidae) comes within 10 feet of the Hayobiki Gekkondae, the creature must make a Fort Save (DC= 10 + 1/2 Hayobiki Hit Dice + Con modifier) or become sickened for 10 rounds. Creatures who make this save cannot be affected for 24 hours. Neutralize Poison and Delay Poison spell removes this effect. Creatures with immunity to poison are immune to the Hayobiki stench effect. Creatures resistant to poison apply their bonuses to the save. The stench ability is constant.
Mr_Arcane

11-15-07, 04:57 PM
Wow. You have a smelly pal. I hope that -4 to Charisma is instead of the normal -2. let me know and we cna get this sorted out so we can have our gekko friends do thier job!
Killer_Rabbit

11-16-07, 07:38 PM
The -4 charisma replaces the -2 charisma. -6 charisma would just be... just... to painful :gah:
Mr_Arcane

11-16-07, 08:49 PM
Good. I was a bit scared about that. Well, the Hayobiki are offically in the Gekkonidae club.
Killer_Rabbit

11-16-07, 08:54 PM
Huzzsah!
Mr_Arcane

11-17-07, 10:34 PM
Indeed.