We’re already hard at work creating new content for the races fans want the most, but one in particular stood out from the pack when I started reading the thread: lizardfolk. I’m a huge fan of lizardfolk, probably because my favorite PC from the late-D&D 3.5 to early-Pathfinder Beta days was one. I’ve also spent a lot of time writing about lizardfolk over the last few months for another JBE project, about which I can’t say too much else just yet.
While there is still a lot more content forthcoming about this and other races, here are the basic building blocks for making your own lizardfolk PC–and maybe I can talk The Powers That Be over here at JBE into letting me sneak that old PC of mine into a supplement as an example NPC for you guys to play with, too!
+2 Strength, +2 Constitution: Lizardfolk are strong and hardy from generations of thriving despite facing extreme adversity and living in harsh habitats.
Humanoid: Lizardfolk are humanoids with the reptilian subtype.
Medium: Lizardfolk are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Lizardfolk have a base land speed of 30 feet. They also have a swim speed of 30 feet, allowing them to move in water without making Swim checks and granting them a +8 racial bonus on Swim checks.
Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
Natural Attacks: Lizardfolk have sharp teeth and hard nails, granting them two claw attacks (1d4 points of damage each) and a bite attack (1d3 points of damage).
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Languages: Lizardfolk begin play speaking Draconic. Due to the xenophobic nature of most lizardfolk tribes, they start knowing their racial language only regardless of their Intelligence scores. Lizardfolk can only learn other languages by taking ranks in the Linguistics skill.
Recently, I started a thread on Paizo’s forums asking people what races would they like to see more racial details on. I was expecting a few responses, but frankly I was just blown away by the number of people asking for non-standard races. One of the races that received a few requests were the wyrwoods. This race was presented in the back of the Pathfinder Roleplaying Game: Advanced Race Guide, as an example of how to build a race that was more out there. So those that want details on wyrwoods are going to get their first taste of this race. Below is the racial traits to make your own wyrwood character.
Wyrwoods Racial Traits
+2 Dexterity, +2 Intelligence, –2 Charisma: Wyrwoods are quick on their feet and are highly intelligent, however they are not gifted conversationalists.
No Constitution Score: Wyrwoods have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a wyrwood as having a score of 10 (no bonus or penalty). Wyrwoods start with 10 bonus hit points.
Construct: Wyrwoods are constructs.
Small: Wyrwoods are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Wyrwoods have a base speed of 30 feet.
Darkvision: Wyrwoods can see in the dark up to 60 feet.
Low-Light Vision: Wyrwoods can see twice as far as humans in conditions of dim light.
Construct Immunities: Wyrwoods are immune to all mind-affecting effects, ability damage, ability drain, fatigue, exhaustion, energy drain, and nonlethal damage. Wyrwoods are also immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Wyrwoods do not breath, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. A wyrwood can drink a potion to benefit from the effect and can sleep to regain spells, but neither of these activities is required to survive or stay in good health.
Construct Healing: Wyrwoods cannot heal damage on their own, but can be healed through spells such as make whole.
Construct Life and Death: Wyrwoods do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer. Also, wyrwoods cannot be raised or resurrected.
Languages: Wyrwoods begin play speaking Common. Wyrwoods with a high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Draconic, Elven, Ignan, and Terran.
What kind of characters would you like to make with wyrwoods? Leave your thoughts in the comments below.
For over a year now, I’ve had a nagging thought: Vehicles in Pathfinder should have levels. I mean Pathfinder is a game where everything has a level to it (or some level-derived scaling to it): characters, NPCs, monsters, spells, encounters, mass combat units, magic items, gold, expected damage per round, hit points, saving throws, DCs. And vehicles have none of that?!? Not only that, they do not have an XP value. So according to the rules of the game, So according to the rules of the game, facing a bad guy is just as difficult as facing that same bad guy in a mech. Does that make sense to anyone?
Don’t get me wrong, I love vehicles. Adding a vehicle can really make an encounter epic and memorable. Take kobolds for example, what are you likely to remember more: fighting a half dozen kobold or fighting a only 3 kobolds, but they are each driving a giant stone-worked dragon-looking cart that breaths fire? I’d hazard a guess that the latter is far more memorable.
The rules as written now have no scaling to them at all, outside of cost. Unfortunately, cost is not a good means of scaling. Compare this for a moment: By the time you are level 5, a group of adventurers can cut their way through a small army of hobgoblins. When they are done, they have a small fortune in mundane arms and armor that they can take to the closest city and cash in. But this is balanced against the weight of the arms and armor. The slower traveling speed and the inability for certain characters such as monks and rogues to not use all their abilities when weighed down means it is much easier for most groups to just leave the weapons and armor on the battlefield and forget them. Now compare that to the vehicle that the hobgoblins came in on. If that small army attacked from several keelboats (using Ultimate Combat stats), not only can they take vehicle and pilot themselves (with potentially a penalty if they do not have the requisite 8 person crew) to a port, but they can also carry all those arms and armor they could not before, allowing them to get even richer. And if they decide to sell it, they have a whopping amount of money to buy other items that the level scaling system says they should not otherwise have. The other options is to take the vehicle’s cost into the expected treasure value of the encounter, meaning the bad guys have less equipment with which to attack the PCs, meaning they deal less damage to the adventurers. See the problem here. It is a catch-22.
Now if vehicles had levels to them, a GM would have a guideline as to what kind of vehicle to send the bad guys in with. A GM can decide see that a glider, being a level 1 vehicle should be used by the army of goblins instead of an alchemical dragon.
So far, I really have made nothing more than a few minor reasons why a level system is required for vehicles. That was all set up for this: the GP value does not really mesh well with a vehicle’s abilities and difficulty to handle. For example, a 13,000 gp keelboat has 600 hp and requires a crew of 8. Compare that to a 10,000 gp sailing ship (again, both of these use Ultimate Combat stats), which is 50% larger, requires a crew of 20 and has 900 hp. Higher hit points are associated with a higher level. So is larger size and a larger number of followers (if you have the Leadership feat). All of which indicate that the sailing ship is a higher level vehicle. So why does it cost less? Like equipment and magic items, gold piece value is the scaling factor here. Unfortunately, the base rules do not work the way it should.
Then case of wagons. There is never a reason for players to buy a light or medium wagon. The light wagon cost 50 gp, can carry up to 1,000 lbs, has 60 hp, and requires a horse to pull it. The heavy wagon, by contrast cost 100 gp, can carry up to 4,000 lbs, 120 hp and, and requires the same horse to pull it as the light wagon as well as the same Drive check. Under a level system: everything would change. The heavy wagon would require 4 horses to pull it, meaning the DC for the Drive check would increase, but so would the amount of cargo that can be hauled. The amount of cargo the vehicle can carry is level dependent. With a level system, you can definitely say that a wagon can carry this much cargo at this level. Next the ramming damage should be changed. The ramming damage under a level system would change based on the level of the vehicle, not on its size. Sure, size should be a factor, but it should be the constant added onto the die roll, not the die roll itself. If it were a creature, its size should be the Strength modifier while the level determines the number of dice to roll for damage. On and on, all the vehicles should have level-based components to them.
Tell me what you think. Do you feel that vehicles should have a level?
Go beyond elves and dwarves with the Book of Heroic Races Compendium. Inside you will find eight brand new races. From the tree-kin seedlings to the wacky half-faerie dragons, these amazing races will bring something fresh and exciting to your game. Each of these new races comes complete with new class options, spells, equipment and much more. In addition, many existing races receive new favored class options, greatly expanding your enjoyment of them. Take your Pathfinder game to the next level with these exciting new races!
This 117-page supplement features:
- 8 playable races, balanced with the Pathfinder Core Rulebook races
- 30 class archetypes and class options and 4 prestige classes
- 46 feats, 14 spells, 16 magic items, and 5 artifacts
- Favored class options for all races included as well as 11 races from the Advanced Race Guide
Be heroic with these new races today!
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