Lizardfolk foundation [Archive] - Wizards Community

Post/Author/DateTimePost
Yipwyg the Mighty

09-22-03, 06:01 PM
Come one and all, lovers of the lizardfolk or variations thereof! We have waited in our swamps and in our huts long enough! May the world know the power of those scaled and slimy! LONG LIVE THE LIZARDFOLK!
Dowanroden

09-22-03, 06:35 PM
My khopesh will aide ye in smiting the evil Forces of Light!
Dave1001

09-22-03, 07:48 PM
Finally! People with sensibilities! Let us eat the soft folk!
Oni.Chupacabra

09-23-03, 04:16 PM
hey, i am a huge lizard man fan in the old 2.0 rules but i was wondering what are the specs of the new lizard man as a playable race. Could someone plz post the info or provide a link so that i can make a character for the new campaign im involved in next week?
Dowanroden

09-23-03, 04:33 PM
Originally posted by 3.5 System Resource Document
A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.
Lizardfolk speak Draconic.
COMBAT
Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.
LIZARDFOLK AS CHARACTERS
Lizardfolk characters possess the following racial traits.
- +2 Strength, +2 Constitution, -2 Intelligence.
-Medium size.
-A lizardfolk’s base land speed is 30 feet.
-Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
-Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
-Racial Feats: A lizardfolk’s humanoid levels give it one feat.
-Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
- +5 natural armor bonus.
-Natural Weapons: 2 claws (1d4) and bite (1d4).
-Special Qualities (see above): Hold breath.
-Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
-Favored Class: Druid.
-Level adjustment +1.
Oni.Chupacabra

09-24-03, 03:15 PM
my goodness what a good set of stat bonuses. There dosent seem to be much in the ways of race disadvantages. Long live the scaled ones!
Yipwyg the Mighty

09-27-03, 01:42 PM
*Shameless bumpage*

COME ON! Doesn't anyone here love the lizardfolk? Oh well... I will proceed with the members I have.

FIRST TOPIC: Do they deserve ECL +3?
I think they should only have ECL +2. A +2 ability bonus and some crappy natural attacks do NOT warrant +1 LA. Discuss.
elf killer 32

09-27-03, 01:54 PM
At last, someone has implemented this worth foundation. LIZARDFOLK ROCK!!!!!!!!!!!!!!!
What's this about us miting the forces of light though? One of the cool things about them is that lizardfolk are savage as well as neutral. I think they are an Ecl +2
hiryuu

09-27-03, 02:30 PM
Lizardfolk are a LA +1, and they have 2 hit dice, making them ECL 3.

It's that +5 natural armor bonus, I think.

Yes, the Lizards are cool...I prefer to homebrew statistics. I have my own set of homebrew lizardfolk, complete with history, tribes, castes, and language.
Yipwyg the Mighty

09-27-03, 06:12 PM
+5 natural armour... But still, a fighter of the same EL would have better hit dice, BAB, proficiency with simple and martial weapons, armour proficiency, 2 more feats, and I think that equals out even really good natural armour. And the fighter's race would give some bonuses too. So I think that the average lizardfolk is on par with a second-level fighter of a normal race. Eh, my opinion.
Skar

09-28-03, 04:03 AM
Hi all! I'm making a homebrew world where lizard folks are going to be one of the major races. I'd appreciate any input on this Variant I'm going to be using for them:

Lizardfolk:.
+1 Strength, +1 Constitution, -2 Intelligence.
+5 natural armor bonus.
Medium size.
Base Speed: 30' on land/50' in water.
Hit Die: By class
Skills: By class
Feats: By class (1 feat at first level + class feats)
Racial bonus of +4 on Balance, Jump, Climb, and Swim checks.
Proficient with simple weapons, nets, and shields.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Hold breath: Can hold breath for a number of rounds equal to 4 times Con. score before risking drowning.
Automatic Languages: Lizardfolk, Common, Draconic.
Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favored Classes: Druid and ranger

Lizardfolk Aging Effects:

Middle Age Old Venerable Max. Age

30 years 45 years 60 years +2d10 years

Lizardfolk Random Height and Weight:

Base Height Base Weight
Height Modifier Weight Modifier
man 6´ 0" +2d6 180 lb. X (2d4) lb.
woman 5´ 6" +2d6 130 lb. X (2d4) lb.

Well that's it. I want them to be the same level as the other core races. Please tell me what you think.
Tenzhi

09-28-03, 04:10 AM
I prefer desert-dwelling lizard folk... I always picture them as humanoid gila monsters or horny-toads (which aren't really toads and probably have a more official name).
Megrim_Lord

09-28-03, 09:29 AM
LIZARDFOLK ROCK!!!!!!!!!!!!!!!!!! lizardfolk get a bad rap and even worse stats!!!! DOWN WITH WIZARDS!!!!! UP WITH LIZARDFOLK!!!!!!!!! :D

Here are the stats, now lets take them apart

Lizardfolk characters possess the following racial traits.
— +2 Strength, +2 Constitution, –2 Intelligence.

Dont agree, lizardfolk are smart, suggest -2 cha instead

—Medium size.

Fine

—A lizardfolk’s base land speed is 30 feet.

Should get swim speed

—Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.

This is why i cant use them in a 1st level game? 2 crappy HD???

—Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.

Accurate, but not always needed

—Racial Feats: A lizardfolk’s humanoid levels give it one feat.

HAHAHAHA!!!! wow that crappy, NIX

—Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.

agreed

— +5 natural armor bonus.

Definitely agree

—Natural Weapons: 2 claws (1d4) and bite (1d4).

shouldnt raise LA, they suck

—Special Qualities (see above): Hold breath.

agreed

—Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.

agreed

—Favored Class: Druid.

Who thought that up?? ill bite though

—Level adjustment +1

Ummmmm....... NO!!! NONONONO NOOOOOOOOOOOO
Yipwyg the Mighty

09-28-03, 10:17 AM
Welcome new members Megrim_Lord, Elf Killer 32, Dowanroden, Oni.Chupacabra, and Dave1001 (possibly Skar too)! May we rejoice in the knowledge of reptilian superiority!

To show your appreciation, put "(title of your choice), member #(random number) of the Lizardfolk Foundation." In your sig, without the quotation marks.

IRT Megrim_Lord
I know, I use Lizardfolk with an ECL total of 2. Their bonuses do not warrant the +1 LA.

IRT Tenzhi
Yes, I replace for them swim bonus and hold breath with burrow speed 5 and +2 bonus on saves against the effects of heat. Or if I'm lazy I just use the Desert-dweller racial template from Dragon #306. Then I just give them quite a Fremen-esque culture.

IRT Skar
Pretty cool! But I would use either +2 con or +2 str. I just don't like odd bonuses, especially when counteracting a penalty. But all in all, it's quite cool. And thanks for putting in the effort of putting in aging penalties and stuff.

IRT elf killer 32
Agreed. If I want to use evil "muscle" monsters, I use orcs or gnolls, or for swamps Sivs and Bullywugs. But not Lizardfolk. They have HONOUR. Well, maybe not, but they are cool.

IRT Dowanroden, Oni.Chupacabra, and Dave1001
Thanks for joining!
Dowanroden

09-28-03, 11:40 AM
I will smite thine ne'erdowells with mine khopesh. No mortal kine shall escape my vorpal blade! Why am I talking like Cho'zen'zun?!

*shoots self with crossbow*

Anyway, first order is caste system, then naming conventions, then cultural dress, then incidentals!
Yipwyg the Mighty

09-28-03, 12:47 PM
*Snarls*

I decide what businesses we conduct in my tribe, kobold.

But yes, our caste system is fine for staters.

I believe that the Lizardfolk would have a very loose caste system, with the chief and the strongest males at the top, and the weaker ones descending. The tribal shaman would have a very special place, being the tribe's spiritual guide and healer, and often their connection to Semuanya.

Remember, their society is also mildly patriarchal, with males often having better opportunities than females, who would be regarded, unless they proved themselves, as housewifes, breeders and nursers of children whilst the males hunt and raid.

The chieftain would most likely have a high-ranking guard of males around him, the Betas to his Alpha. His children would also be in good positions, but in Lizardfolk society any one, even a female, could probably ascend to high rank, though a female could not be a chieftain, but maybe an elite guard and perhaps concubine as well.

The most stable, and quite influencial position would go to the Shaman, wise and powerful, and chieftains would change positions as new youngbloods challenged and beat the old chieftains.

Weaker Lizardfolk would scavenge, build, catch weaker animals, and such drudgery. Most however, would be hunters.


... I think that's enough off the top of my head.
Skar

09-28-03, 03:51 PM
IRT Skar
Pretty cool! But I would use either +2 con or +2 str. I just don't like odd bonuses, especially when counteracting a penalty. But all in all, it's quite cool. And thanks for putting in the effort of putting in aging penalties and stuff.

Thanks Yipwyg the Mighty, but if I gave them a +2 to con and +2 to strength wouldn't I also have to give them a full -2 to another stat to keep it so that their ECL is 0? I really don't want to give them any more penalties. My reasoning was that +1 to a stat can still be very useful if a player starts with an 18 in either one of those abilities he can increase it to 19 right away and then to 20 at fourth level, boosting his bonus higher than he would be without that initial +1, for example. Is this wrong?

My goal is to have a lizardfolk variant that would be able to start at level 1 like the other core races so I don't want to make them too strong initially. Maybe they have gotten a little soft compared to standard lizardfolk from being so civilized eh?

Edit: Upon reflection maybe I should change it to +1 str, +1 Con, -1 int, -1 chr to make the penalties no worse than the bonuses are good?
hiryuu

09-29-03, 02:24 AM
Hm...I've got this file >>HERE<< (http://www.nazro.net/maka.rtf) that I've had sitting on my site for the longest time - it's only half of a book, it's missing the prestige class section, as well as spells and monsters...I really need to get back to writing it...but I'd appreciate comments, whether telling me if I should get back on this race book or just drop it entirely.

It covers the lizardfolk of my campaign setting....warning, it has not been looked over for balance or updated for your protection!

If you want flat racial traits without the tribal alterations or any context at all, go >>HERE<< (http://www.nazro.net/traits.rtf).
hiryuu

09-30-03, 11:26 PM
http://www.nazro.net/makan.jpg
Yipwyg the Mighty

09-30-03, 11:34 PM
Nice pic!
Dowanroden

09-30-03, 11:55 PM
Almost makes me wonder how good he'd be at drawing kobolds...
Skar

10-01-03, 05:46 PM
Originally posted by hiryuu
.....but I'd appreciate comments, whether telling me if I should get back on this race book or just drop it entirely.


I like the Maka. They remind me kind of the ancient nearly vanished Serpent people I think I remember reading about in some Conan or other fantasy stories, maybe I'm thinking of Lovecraft instead?.

I'm curious to know what other races and monsters would be in their world? Yuan-Ti? Elves? Undead? I definitely think you should stick with it cause it's a great idea for a campaign setting. A race that has seen the rise of the humanoid races and predates them by maybe millions of years has so much potential for adventurers!

I'd also like to see a timeline of their world, when the various sentient species on it evolved or arrived from elsewhere, etc.

Edit: PS that is a great picture too.
hiryuu

10-01-03, 09:44 PM
Originally posted by Skar
I like the Maka. They remind me kind of the ancient nearly vanished Serpent people I think I remember reading about in some Conan or other fantasy stories, maybe I'm thinking of Lovecraft instead?.

I'm curious to know what other races and monsters would be in their world? Yuan-Ti? Elves? Undead? I definitely think you should stick with it cause it's a great idea for a campaign setting. A race that has seen the rise of the humanoid races and predates them by maybe millions of years has so much potential for adventurers!

I'd also like to see a timeline of their world, when the various sentient species on it evolved or arrived from elsewhere, etc.

Edit: PS that is a great picture too.

Slightly better pic at http://www.nazro.net/gallery/maka1.jpg , even though the hands of the neshomaka are a bit messed up.

I have one prestige class for each tribe, to mirror what it does so well. The Damaka Assassin, the Chemaka Shaman, Chichemaka Sand Trickster, the Chimaka Depth Hunter, and the Onmaka Defender. The neshomaka have two, the Maka Shifter and the Neshomaka Inifltrator.

Other races include the Dasho, who are a batlike humanoid that sees the universe as being made up of sound and the Haranyu, who are essentially humans so removed from other human cultures they may as well be different. The general cultures of the continent mirror Indian cultures from earth, and there are British colonists there as well.

I also have a whole bunch of organizations for humans, the four tribes of Dasho and the start of their racebook, and a tribebook for Chimehmaka.
Kkat

10-02-03, 04:27 AM
While I do not join foundations (I don't like to clutter my sig with urls and foundation lists), I do have a love for the lizardfolk. I have posted my lizardfolk (http://boards1.wizards.com/showthread.php?s=&threadid=99637) several times before.

--Kkat
Yipwyg the Mighty

10-05-03, 11:05 PM
*Bumpage*

Well, apparently, no one likes the Lizardfolk *weeps*.

But seriously here people, let's get cracking on some PrCs and magic items for the chosen of Semuanya! HAIL THE LIZARDFOLK! YAH!
hiryuu

10-06-03, 01:40 PM
"The raw and musty smell that filtered into my nostrils was only secondary to the hulking figure moving among the cypress knees. It shuffled about, sometimes bipedally, other times on all fours. There was no deep huffing of breath, only the cold silence of a tongue flicking in and out across the surface of the mud. The thick hide was covered with a rough and scaly texture that glistened in the dark as if wet. It yawned once, showcasing a pale, ridged gum line layered with rows of triangular teeth. Here, I thought, was a creature built for survival at any cost, and I prayed to whatever ancient entity would listen that I did not seem an impediment to it."

-Kim's Journal
Adam Thaxton 2003
bobothehobo8

10-19-03, 10:10 PM
Sign me up!

I noticed the Kobold foundation shares many members with the Lizardfolk foundation. Coincidence? I think not.

Now all I need is a Thri-Kreen foundation...

I will contribute my [lizardfolk] info when the sun rises again.
The Sinner

10-19-03, 11:41 PM
im interested in variants based off of chameleons and komodo dragons.
Archeon ofEndtimes

10-20-03, 12:48 AM
Chameleons (http://www.games-workshop.com/warhammerworld/warhammer/lizardmen/art/9.htm), ya say?

And I thought you lizard man nutters might like these (http://www.games-workshop.com/warhammerworld/warhammer/lizardmen/art/default.htm) too.
Pesi

10-20-03, 11:50 AM
YES!
Lizardfolk rule; both in D&D and Soul Calibur.
Let's show those other races that we are here to stay!
-----------------------
We are lizardfolk!
Hear us roar!
Anyone who opposes gets a "Sankon Tetsusou"! (Natural weapon)
bobothehobo8

10-21-03, 07:22 PM
Although they are omnivores, Lizardfolk prefer meat. The more advanced tribes build huts and use weapons or shields; leaders of these tribes may have equipment stolen or traded from other intelligent creatures

To most others, lizardfolk are detached, aloof, and alien. Their motives often seem obscure and odd. They often have no compunction against killing, and little sense of empathy for others, but are very rarely truly evil. To Outsiders, they appear to be simply amoral.

Lizardfolk see all mammalian species as essentially the same. However they have great enmity towards kobolds, and may attack on sight. To further complicate matters, lizardfolk have a completely different body language and set of facial expressions, that can lead to severe misunderstandings. For example, they are likely to interpret a smile which shows the teeth as if it were a threat.

Lizardfolk have a very reptilian mindset that is alien to most other civilized peoples. In game terms, they have a very strong tendency toward neutrality. However, in a very real sense morality and ethos simply do not apply to them. Their social standards are outside the comprehension of others. Lizardfolk see absolutely nothing wrong with eating the dead, sacrificing young for the good of the tribe, or other behavior that other races would see as reprehensible. This is not done through extreme selfishness or cruelty, but detachment and practicality.

Lizardfolk venerate the land itself as a divine power. Ancestors join with the spirit of the land upon death, and watch over their descendants

Lizardspeak is a language of hisses, whistles, clicks and other sounds not common to other languages. Mammalian throats can duplicate it, but not perfectly. The result is understandable, but unpleasant for natives to hear—much like listening to someone who has had a tracheotomy. Lizardfolk have no written language, though some scholars have made efforts to write it with Common letters.

Young are not given names until they reach their seventh birthday. At this point it is presumed that they’ll live to adulthood, and so they are given a formal name. Names often correspond to some personality trait the youth showed, and there is no distinction between male and female names. These names are usually hideously butchered by other peoples, who don’t include the necessary hisses and whistles. Examples include K’ritz’chal, Rashad, and Zh’tachi.

Adventurers are often on some kind of mission for their tribe, or have been kicked out for some transgression. Or they may be simply curious about the outside world, in their cold, dispassionate way.

LIZARDFOLK STATISTICS
Lizardfolk start out with the following racial modifiers.
+2 Constitution, –2 Intelligence.
Medium size.
Reptilian subtype.
A lizardfolk’s base land speed is 30 feet.
Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields, as well as it’s natural attacks.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Automatic Languages: Common, Lizardspeak. Bonus Languages: Aquan, Draconic, Goblin, Gnoll, Orc
Favored Class: Fighter.

Lizardfolk use special rules for advancement. Before a Lizardfolk may advance in a class, it must first grow into maturity. A Lizard starts out with 1 level into Lizardfolk. It is a “Young” Lizardfolk. A Lizardfolk follows the progression detailed below. When it gains enough experience to become level 2, it becomes a “Juvenile” Lizardfolk, advancing to the second monster level below. At third level it is complete, an “Adult” Lizardfolk. The next level it may choose a standard PHB class and advance from level 1 on.

Class skills: Balance, Climb, Jump, Ride, Survival, Swim.


Lizardfolk Progression
Level......BAB.........Fort.........Ref. ......Will.......Special......HD......Sk ills
1.............0.............0........... .1..........0......NatArm+1.....1d8....3 x(intmod+2)
........................................ ......................Lizard Tail I....................

2.............1...........0............2 ........0........ NatArm+3....same.....IntMod+2
........................................ .......................LizTail II.........................
3.............1...........0............3 .........0........NatArm+5.......+1d8... Intmod+2
........................................ .......................LizTail III..........................
........................................ .......................+2 Str..............................

(well thats the best chart i can do)

Natural Armor: This is a bonus to natural armor due to the thick hide of the Lizardfolk. It is equal to +1 at 1st level, +3 at 2nd level, and +5 at 3rd level.

+2 Str: An unnamed bonus to Strength, due to the natural strength of all Lizardfolk.

Lizard Tail: A natural bonus to Balance, Jump, and Swim checks due to the Lizardfolk’s natural tail. The bonus is equal to +2 at 1st level, +3 at 2nd level, and +4 at 4th level.

Lizardfolk may also take these feats that a standard character cannot.

IMPROVED NATURAL ARMOR [GENERAL]
Prerequisites: Natural armor, Con 13.
Benefit: The creature’s natural armor bonus increases by 1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.

IMPROVED NATURAL ATTACK [GENERAL]
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.




What does everyone think of my lizardfolk progression and info?
I do not claim this was all writen by me, but I can't remember where I had gotten it. It has been integrated into one file on my computer, and I only partially authored it.
drachentoeter

10-21-03, 07:32 PM
sounds nice, but what's its ECL?
bobothehobo8

10-21-03, 07:45 PM
thats the greatness of it. Lizardfolk is ECL 3

A char is is ECL 3, after three levels.

A character starts out as a "Young" Lizardfolk, at roughly ECL 1. They gain a "level" of lizardfolk and they are ECL 2. Then they gain their last "level" of Lizardfolk and ae ECL 3. They have all the Lizardfolk abilities at level 3. Now they choose a class when they have enough XP to be level 4.

Example: Two characters start a game at level 1. The first is Bob the human fighter. The second is Rashad the Lizardman. They fight "them goblins raiding the town" together and become level 2 at the same time. Bob is now a level 2 human fighter. Rashad is a juvenile lizardman. They go out and "kill the necromancer and his skeletons" and both become level 3 at same time. Bob is level 3 human fighter, and Rashad is finally an adult lizardman. Next they go "foil the evil barons sneaky deeds" and become level 4. Bob - level 4 human ftr. Rashad - level 1 lizardfolk ftr.

Got it?
drachentoeter

10-21-03, 08:06 PM
I thought it was meant to be that way, but it didn't say so anywhere. So I rather ask than just assume. Nice work, looks balanced to me. Happy gaming
Silmarien Aldalome

04-15-04, 01:07 AM
hello drachy and everyone.

welcome to our new game environment. there's a Great Council thread just started so that we can pool ideas about how we are going to build our community.

Also - you can post IC here! And think about "between thread" interactions as much as anything else - where related organisations, guilds etc, and perhaps a Foundations Games thread could exist.

But in any case - let's map these ideas out on the Council Thread

Regards to you all and welcome

stav
Galen

04-15-04, 01:11 AM
Lizardfolks? Let me show you Virix race (http://boards1.wizards.com/showthread.php?s=&threadid=67437) .

WARNING: The thread about the Virix race is HUGE.
Finwe

04-15-04, 01:16 AM
Hello, welcome to the new Guildhouse! Al silly said, please post on the General Discussion Thread (http://boards1.wizards.com/showthread.php?s=&threadid=221284) to express your thoughts/ideas.
thasis

04-22-06, 12:51 AM
Welcome back the Lizardfolk foundation! Let the reign of the scallies return!