Lizardfolks

A place to bandy about some designs for Lizardfolk subraces/reimaginings. Concepts can go here as well as the rules for these new races, like the racial traits they would get, that sorta thing. if you have an idea for another type, by all means, edit or comment on this page.

For now, I’ll start working on the Chameleon type, since i found a picture of a little chameleon shaman that is just too damn cute.

My very basic concept of chameleons is that they are slow moving, deliberate, ambush predators (of bugs though, so not like those horrifying bottom feeder fish), with the capacity to see essentially in any two given directions at once, and to camouflage by changing their skin color. The race that would evolve from these traits I feel would retain many of these physical aspects and some of them would influence their society. For instance: They probably live a short amount of time, but because everything they do is so measured. I imagine that they would not get into many conflicts amongst themselves, and would deal with invaders in one of 3 ways.
1. A brutal ambush, a show of force sort of thing to scare away those who would attack their way of life.
2. Hiding, camouflaging themselves so as to avoid any physical conflict.
3. Surrendering, with conditions if possible, to preserve as many lives as possible.
I would think they hide the most, and that would probably be fairly simple because this is no doubt not a hugely prolific race. They’re primarily confined to one area, not by any particular boundaries necessarily, but because there are simply not enough of them to truly control any real land.
I imagine that in a fantasy world such as this, the chameleon race would have evolved and begun to use magic. Primarily magic that could bring them more in tune with the natural world around them, so probably druids and rangers and the like. Some would probably dabble in other types, such as witchcraft and trafficking with spirits, but those would be less common in a tribal society.
So that’s the basic concept? It can be fleshed out some more, of course, but for now I’m going to move on to some mechanics.
I’ll be aiming for around 8-10 RP with this race.

-Humanoid (Reptilian) (0 RP): Humanoids must breathe, eat, and sleep.
-Small (0 RP): Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
-Slow Speed (-1 RP): The race has a base speed of 20 feet.
-Specialized Attributes (1 RP): Members of this race gain a +2 bonus to Wisdom and to Intelligence, and a –2 penalty to Strength.
-Xenophobic Language (0 RP): Chameleonfolk gain only Lizardfolk as a starting language. Chameleonfolk with high Intelligence scores can choose from Common, Draconic, Sylvan, and Goblin for their additional languages.
-Climb (2 RP): Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
-Skill Focus (Stealth) (2 RP)
-All-Around Vision (4 RP): Members of this race have some way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking.
-Enclave Protector (2 RP): Members of this race add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):
Constant—nondetection;
1/day—faerie fire, obscure object, sanctuary
Which brings the Chamelonfolk to 10 RP. I think it’s an alright build and fairly flavorful? But I would definitely appreciate everyone else’s input.

Lizardfolks

Rise of the Runelords makotoichijoji seanpoconnor94