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Lizardfolk

Str:+2 Dex:-- Con:+2 Int:-2 Wis:-- Cha:-- Luc:-2
Favoured Classes: Druid, Warrior

   The lizardfolk are a dispassionate, patient and focused race with a mindset highly distant from the more humanlike races. Concerned first and foremost with survival -- first their own, then that of other species whose presence supports the existance of life overall -- the lizardfolk can seem ruthless or callous to mammalian races. Appearing as large, humanoid lizards with opposable thumbs and other biological adaptations to sentience, lizardfolk are strong and hardy warriors, and as such their favour is often sought by kings, warlords and other human rulers. The lizardfolk dislike this -- if they seem ruthless to humans, then accordingly the selfishness and wasteful conflict of human politics seems incredibly degenerate and unnatural to the lizardfolk.
   Though they are an intelligent race, lizardfolk generally scorn most of the concerns typically associated with civilization. Individual lizardmen have little desire for status, personal power, knowledge or other typical human motivations. Their goals are survival, breeding and the preservation of life (with no particular significance given to *intelligent* life, mind). They have a unique spiritual tradition that involves meditation and lucid dreaming, and their spiritual leaders are far more likely to be shamans or druids than clerics. Indeed, their druidic tradition is older than the human one, and lizardfolk druids don't seem to feel the need to answer to the human druidic hierarchy. Whatever accord was reached between the two groups was formed centuries ago, and its exact nature is highly secret.
   Lizardfolk have no strong psychological or hormonal differences between their genders, nor do they show signs of aging until shortly before they die. They do have a strong seasonal rhythm built into their physiology, however, driving them to fight, mate, migrate or slumber. They almost always act on their instincts (there is no formal written language among the lizardfolk, let alone an educational system) but seem to have an almost mystical intuition -- often, lizardfolk all over the world will react in unison to a commonly shared threat, devastating opposition with their coordination without even understanding why they (as individuals) are doing what they are doing.
 
 LIZARDFOLK RACIAL SKILLS
   The lizardfolk racial skills are not based on culture or training, but on the inherent aptitudes, instincts and physiology of their race. They receive Balance, Concentration, Intuition, Jump, Knowledge (Magic), Swim and Wilderness Lore as racial skills.

 LIZARDFOLK RACIAL TRAITS
   * +2 Strength, +2 Constitution -- The lizardfolk are terribly strong by human standards, and are not only resistant to injury but also to disease, poison, age effects and many other kinds of maladies.
   * -2 Intelligence, -2 Luck -- Conversely, the lizardfolk do not understand conventional civilization or scholarship, have difficulty articulating non-trivial ideas to mammalian races and are slow to think and act, missing oppurtunities other races would easily catch.
   * Natural Weapons -- Lizardfolk have the benefit of natural weapons -- their natural attack sequence is to claw for 1d4+1 points of slashing damage, claw for 1d4+1 points of slashing damage and bite for 1d4 points of piercing damage. They also have a natural armour rating of 5 against slashing, piercing and blunt damage.
   * Reptilian Empathy -- Lizardfolk are not entirely individual creatures, having a strong, shared instinctive racial empathy with each other. Lizardfolk can always perceive the presence of other lizardfolk within 180 feet, even with a solid barrier seperating them. Lizardfolk are almost never hostile to each other. They also share a kind of primitive empathy with all other reptiles, being able to simulate the Animal Empathy skill at a level equal to their character level when dealing with such creatures.
   * Ancestral Memory -- Lizardfolk can enter a trance-like state in order to use their racial memory to augment their skills, albiet at the cost of fatiguing themselves. At the cost of 2 fatigue points, they can attain the maximum possible number of ranks for a character of their level in any single skill - or a +4 insight bonus, whichever raises their total skill rating in that skill higher -- for a very short period of time.
   * Fire Resistance -- As reptiles, lizardfolk are inherently much less affected by heat, and their specific physiology enhances this effect even further. They enter play with fire resistance 5, and it increases by one point every odd level after 1st.
   * Water Affinity -- Lizardfolk possess a deep spiritual tie with the base element of water, and this is reflected in their magic. When a lizardman casts a spell or uses a magical device with the [Water] descriptor, he gains a +2 bonus to the dweomer's save DC, a +1 bonus to his effective caster level and spends only half (round up) the normal mana cost. When a lizardman makes a social skill check against a creature with the Water Creature subtype, he gains a +2 social modifier to his roll.
   * Slow Metabolism -- Lizardfolk grow hungry much more slowly than other races -- hard activity hungers them as much as anyone, but when they rest they use little food in comparison to mammals. By contrast, they require a much greater mass of food intake than mammals do to become Satiated. Hunger is a long-term problem for lizardfolk, rather than a short-term need.
   * Focused Mind -- Lizardfolk have an extremely linear thought process and instinctive responses that guide them well, giving them a +2 racial bonus to resist confusion effects and a +4 racial bonus to Concentration skill checks.
   * Oily Secretion -- The skin of the lizardfolk exudes a thin layer of a slick, oily substance when pressed, in much the same way humans sweat when dehydrated or when exerting themselves. This natural form of defense gives lizardfolk a +4 racial bonus to avoid being grabbed and to the grapple check to break out of a grapple.
  * Starting Equipment -- Lizardfolk start with a medium backpack, some torches, some cured meat and several vials of holy water -- lizardfolk frequently worship the oceans and rivers in the abstract, so their society gives them easy access to holy waters. Lizardfolk proficient with thrown weapons start with a boomerang as well.

 LIZARDFOLK SUBRACES (Unimplemented)
   The Tauri Adhami are the pureblooded nobility of the lizardfolk, reciving an increase in Charisma and certain mystical gifts of regency to accompany their noble blood.
   Amahzd Tethra lizardfolk are the oldest pure bloodline of their people, with increased access to the lizardfolk racial memory and superior wisdom. They benefit from a limited ability to see the future and insight similar in effect to a bard's lore, but are even slower to act than normal lizardfolk and suffer biological swings based on the season and the weather.
   The Dehezad Reigh ('the Chosen') is a mystical sisterhood of mutant lizardfolk born as albinos. Naturally blind, they 'see without sight' and have access to great mystical powers, but are also subject to limiting taboos and the strict authority of their sect.
   The Dragonkin are a line of lizardfolk who have interbred with the dragons over the centuries, gaining certain of the advantages that race possesses but also becoming cursed with a ravenous hunger that makes them greatly feared and viewed as degenerate among their own race.
   Their troubles pale when compared to the Nietzol Ashadrach, however. Born wrong, these lizardfolk lack the inherent racial empathy that most members of their race possess, these wretched folk are viewed as soulless and outcast from the lizardfolk community. They have a greater ability to adapt to human society as a result, and are often mistakenly called 'half-lizardfolk' by humans who do not understand their condition.

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