Lacer, Arbor (3.5e Race)
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 Arbor Lacer
They are curious, skittish and are usually extremely reclusive and passive, preferring to flee rather than fight. Arbor Lacer are often playful and lighthearted, taking few things very seriously. They are nomadic by nature and the strongest and most agile warriors among them tend to lead.
 Physical Description
Arbor Lacers usually stand 2 to 4 feet tall with a wide array of green scales to help them blend into the tree tops.The Arbor Lacers has a short head akin to an iguana, they are nearly toothless and have more of a beak-like mouth for devouring fruit, their primary food source. Their eyes are always a variant of yellow or gold rarely reaching orange. Their thin neck connects to a lean and wiry body. At the end of their thin spindly arms and leg, they have long, clawed hands and feet used for climbing. Arbor Lacer have a pair of draconic wings which allow them to naturally glide from tree to tree in their forest homes. They use their tail for balance and to aid in steering while gliding,the tail is about 1 to 3 feet long.
Arbor Lacers tend to keep to themselves and not directly interact with other sapient species. It is fairly common, however, for a Arbor Lacer to follow and watch other humanoids passing through their forest while they remain safely in their trees. Lizardfolk and Yuan-Ti tend to be very hostile toward Arbor Lacers and because of their neutral dragon heritage, both good and evil dragons will often try to route out an Arbor Lacer colony in their territory. Raptorans(Races of the Wild) often have good relations with Arbor Lacer as do wild and wood elves, but the Lacer rarely go to their settlements, preferring to stay in truly wild terrain.
Arbor Lacer tend toward chaotic neutral, being free as the wind on which they soar. Arbor Lacer who deviate from this, are more often some form of good than evil and almost never lawful.
They live in the deepest of jungles and forests, preferring hot and humid climates with abundant fruit, insects and trees on which to gorge. Their homes are primitive nests built into the tree tops out of mud and grass. Though they are capable of making more advanced structures, they would rather leave the natural environment as untouched as able.
Most Arbor Lacer worship gods of nature, favoring air and plant domain gods.
All Arbor Lacer know Draconic but can, and often do, learn Sylvan and Auran. They also know Lacerci, a language specific to the Lacers which they use colloquially among themselves mixed with draconic.
Arbor Lacer names include a two or three long string of the following sounds with mei at the end for males, fei for females and du for gender neutral names. Zha, Ya, Low, Tie, Sue, Own, Zou, Dao, Row, Tei, No, Anc, Eeg, Nee. So potential names might be Yazhamei, Lodoaneefei or Tiesudu. Last names might be added if the population of a colony grows too large, but Arbor Lacer tend to keep their villages small so as to be able to move quickly at short notice.
 Racial Traits
The Arbor Lacer have the following racial traits:
- Type: Humanoid (Reptilian, Dragon Blooded(Races of the Dragon))
- Ability Score Adjustments: -2 Strength, +2 Dexterity, -2 Constitution
- Size: Small
- Speed: Base land speed is 30 feet. Climb speed 30 feet.
- Nimble Climber: An Arbor Lacer gains +4 to climb, may use dexterity in place of strength for climbing, they may also take 10 on climbing even when rushed or threatened.
- Feats: Arbor Lacers gain Dragon Wings(Races of the Dragon) as a bonus feat. All Lacers are also considered eligible races for applicable dragonkin, animal and lizardfolk specific feats.
- Awkward Build: Due to their tails, wings and more lizard-shaped bodies, Arbor Lacers must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)
- Languages: Lacerci and Draconic. Bonus languages: Auran, Sylvan, Elven, Common.
- Favored Class: Druid
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|30 years||50 years||65 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||1' 6"||+3d10||20 lb.||× (2d3) lb.|
|Female||2'||+3d10||25 lb.||× (2d3) lb.|
 Races of the Dragon
Please note that I in no way shape or form am laying claim to Wizards of the Coast's published work Races of the Dragon, I am simply supplying a few of the more useful feats for this race here for reference.
- Prerequisites: Dragonblood subtype, 1st level only.
- Benefit: You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can’t hover while gliding. You can’t glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Special: Unlike most feats, this feat must be taken at 1st level, during character creation.
Improved Dragon Wings: Your draconic wings now grant you flight.
- Prerequisites: Dragonblood subtype, Dragon Wings, 6 HD.
- Benefit: You can fly at a speed of 30 feet (average maneuverability). You can’t fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but then you’re fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you can only use flight for 1 round at a time without becoming fatigued. When you reach 12 HD, you have enough stamina and prowess to fly for longer periods. You can fl y at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack. A dive attack works like a charge, but you must fl y a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line.
- Prerequisites: Str 13, wings and a glide or fly speed.
- Benefit: You can fly in medium armor or with a medium load. Your speed is still reduced by encumbrance due to armor or total weight.
- Normal: Flying creatures can’t fl y in medium or heavy armor or when carrying a medium or heavy load.
- Prerequisites: Str 15, Reinforced Wings, wings and a glide or fly speed.
- Benefit: You can fly with heavy armor or a heavy load.Your speed is still reduced by encumbrance due to armor or total weight.
- Normal: Flying creatures can’t fly in heavy armor or carrying a heavy load.