All month, we are sharing with you what is inside the Book of Heroic Races: Occult Intrigue in the Wilderness. Previously, we shared with you a wyrwood vigilante archetype. Today, we are sharing a a new shifter aspect for the lizardfolk.
Like so many classes options (like sorcerer bloodlines), this one can be used by anyone. This one just happens to be frequently used by lizardfolk.
The aspect of the alligator or crocodile, depending on the region of the shifter’s origins, grants exceptional maneuverability and stealth in aquatic environments, as well as fearsome combat prowess.
Minor Form: You gain a +4 competence bonus on Stealth checks while in water. This bonus increases to +6 at 8th level and +8 at 15th level. At 8th level, you can increase your base speed by 20 feet for 1 round as a free action, usable once per minute.
Major Form: Your shape changes to that of a crocodile. While in this form, you gain a swim speed of 30 feet, low-light vision, a primary bite attack with the grab ability (1d8 damage, +4 racial bonus to CMB when grappling) and a secondary tail slap attack (1d6 damage). At 8th level, your swim speed increases to 60 feet and you gain the death roll special attack and a +4 racial bonus to CMD against trip attempts. At 15th level, you gain Improved Natural Attack with your bite and tail slap attacks, and the reach of your tail slap attack becomes 10 feet.
Go beyond the standard fantasy races and play a new breed of hero. These intrepid adventurers forge their place in legends with splinter, gill, electron, and scale. Now you can play one of these heroic races in your home game and battle monsters like never before.
Book of Heroic Races: Player Races 2 introduces a number of playable races for your fifth edition game. This 13-page supplement gives you everything you need to include the following races at your table:
Androids, machines with human-like souls, including subraces powered by alchemy and technology
Geppettoians, a halfling-sized, wooden construct race possessing free will to forge their own paths
Gillfolk, a race mutated by powerful sea monsters to serve as slaves who have won their freedom, featuring two subraces defined by where they live in the sea: the shore-line gillfolk and their deep-sea cousins
Lizardfolk, scaly swamp-dwelling heroes whose subraces originate from draconic progenitors or stewards of nature
Lizardfolk are one of the most misunderstood races in the world, reviled by other humanoid societies for their practice of cannibalism, their frequent alliances with or subjugation by evil dragons, and their tendency to war over border encroachments and environmental exploitation.
Despite the misunderstandings of outsiders about this race of people, lizardfolk occupy and protect ecological niches which benefit the world at large. When treated fairly and given the means to peaceably integrate with other humanoid societies, they become valued allies and powerful members of standing multicultural armies.
Lizardfolk Racial Traits
Lizardfolk have the following racial traits. Ability Score Increase. Lizardfolk are used to harsh environments and being exposed to adversity. Your Constitution score increases by 2. Age. Lizardfolk mature more quickly than most humans, reaching adulthood around age 14. They age rapidly as well, seldom reaching 80 years of age. Alignment. Most lizardfolk are neutral due to their deep connection with nature. Size. Lizardfolk tend to be a little taller than humans, standing between 6 and 7 feet tall. You are Medium size. Speed. Your base walking speed is 30 feet. Lizardfolk Combat Training. You have proficiency with the blowgun, handaxe, javelin, and maul. Languages. You can read, write, and speak Common and Draconic. Subrace. The two most common types of lizardfolk are the dragonsired and swampkin. Choose one of these subraces.
Dragonsired lizardfolk carry a touch of their draconic ancestry within them. Ability Score Increase. Dragonsired lizardfolk exude a dragon’s confidence and power. Increase your Charisma score by 1. Damage Resistance. You gain advantage on saving throws against damage of of a type chosen from the following: acid, cold, fire, lightning, or poison. You also have resistance to that same type of damage. Draconic Cantrip. You know one cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting ability for it.
Born to the marsh, a swampkin lizardfolk is at home in places others would forever avoid. Ability Score Increase. Being observant in harsh and deadly marshes keeps a swampkin lizardfolk alive. You increase your Wisdom by 1. Hold Breath. You can hold your breath for a number of minutes equal to your Constitution score before needing to make Constitution checks. Natural Armor. Your scales protect you against the elements and against attacks, granting you a +1 bonus to Armor Class.
Tuesday February 14th—Valentine’s Day—sees the launch of the Book of Heroic Races: Advanced Compendium. This has been a work in progress for over two years. So what exactly is inside it?
Well each race has about 16 pages of material, describing the race, their culture, their view on the world, how others of their kind interact, their religions, and of course plenty of Pathfinder gaming stats. Like what? Well we start off with the Racial Traits, follow that up with alternate racial traits, character traits, a veritable horde of archetypes and other class options, mundane equipment specific to their race, and spells and magic item commonly created by members of that race. We finish off each individual section with ideas for you to integrate this race into your game and NPCs so you can us this race in your game right away. As a bonus we threw in favored class options for this race for over 40 different classes. Sure every class in the core rule book is covered here but so are the classes from the Advanced Player’s Guide to the Advanced Class Guide as well as Ultimate Psionics and the Time Thief thrown in for good measure.
You want more? Well how about some racial technology for those that want to play a Pathfinder in Spaaaaaace.
So what races are covered in this book? Glad you asked. We have:
All week long, we are sharing with you the races inside the Book of Heroic Races: Age of Races 1. Yesterday we shared with you the lizardfolk race. Today we are sharing with you the samsaran race.
Though they appear human save for their white and near-colorless eyes, a samsaran lives dozens or even hundreds of lifetimes, haunted by dreamlike memories of each incarnation. As they grow in power and experience, samsarans reconnect with these past lives, bolstering the abilities they have cultivated in this lifetime with those accrued over centuries of living and dying. Every samsaran believes that the crucible of reincarnation will eventually smelt their spirit into a state of enlightenment and drive them toward a new purpose, at which point their cycle of death and rebirth will end.
Samsaran Racial Traits
+2 Int OR +2 Wis.
Flashes Of Past Lives (Racial Power)
Choose one of the following talents: slayer (barbarian), storyteller (bard), separate existence (chaos mage), domain: healing (cleric), moment of glory (commander), power attack (fighter), flurry (monk), skeletal minion (necromancer), stance of necessity (occultist; assumes you never have focus), lay on hands (paladin), favored enemy (ranger), swashbuckle (rogue; assumes you always have momentum), counter-magic (wizard). Once per day as a full-round action, you can tap into memories of a past life, foregoing the use of one of your class talents for the duration of a single battle, encounter, or scene, and instead use the chosen talent. You use your total character level as your effective level for the purpose of determining any level-dependent variables related to these talents.
When you reach champion tier, you may choose a second talent from the above list; when you reach epic tier, you may choose a third. Champion Feat: Using this power takes a standard action, and you can swap out two talents for the battle’s duration.
Go beyond the standard fantasy races and play a new breed of hero! These intrepid adventurers forge their place in legends with claw, fin, spell, and sword. Now you can play one of these heroic races in your home game and battle monsters like never before.
Book of Heroic Races: Age of Races 1 introduces a number of playable races for your 13th Age Compatible game. This 15-page supplement gives you everything you need to include the following races at your table:
Catfolk, who can reroll an attack or save once per battle
Hagborn, who can reroll an attack or save once per battle
Lizardfolk, which bite and tear their enemies to shreds
Merfolk, who can sing a siren’s song to doom their enemies
Samsarans, that can draw on their past lives to aid them in battle
The Good News is that, even though we have been away for a while, we have not forgotten about you. The Even Better News is that we have some new races for your 13th Age Compatible game. Tomorrow we are releasing the Book of Heroic Races: Age of Races 1. Inside you have 5 new races, and all week long, we will be sharing what exactly those races are. Today, we are starting off with the lizardfolk race.
Lizardfolk are misunderstood by most races due to the common (and not untrue) conception that they are heartless cannibals. Most lizardfolk will certainly consume their own dead or that of other sentients who die near their tribal territories, but they do this out of an urge to survive rather than an innate tendency toward bloodthirst. They frequently ally themselves with dragons, and they believe the Three Dragons and the Great Gold Dragon to be gods incarnate (though some lizardfolk disagree as to whether or not these icons have maintained their divinity over the eons).
Lizardfolk Racial Traits
+2 Str OR +2 Con.
Claws And Jaws (Racial Power)
You can make an unarmed melee basic attack without the usual –2 penalty, and you choose whether to use Strength or Dexterity to modify the attack and damage rolls. If you hit, you deal 1d8 damage per level you possess, plus any modifier from Strength or Dexterity (which is doubled at champion tier and tripled at epic tier). If you miss, you deal damage equal to your level. Champion Feat: You can make an unarmed melee basic attack as above as a quick action in addition to your other actions on your turn. However, if you take another action during that turn to use an attack power or basic attack, this attack deals only half damage. (Any miss damage is not halved, however.)
Howdy, folks! Dale McCoy has already talked a little bit here about the overwhelming feedback we got from Pathfinder fans on the Paizo messageboards who want more races to play with in their games. While our most recent print release, the Book of Heroic Races Compendium, details quite a few new playable races and offers favored class options for many existing races, it’s clear that the thirst for new playable races has not yet been slaked!
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.
Book of Heroic Races: Advanced Lizardfolk is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.