Lizardfolk, Frost Fang (3.5e Race)
From D&D Wiki
 Frost Fang Lizardfolk
These small, hardy lizardfolk inhabit the upper platue of the Azure Ice Wall, from the shores of the eastern sea to deep within the interior. Mostly a glistening white with pale blue underbellies, frost fangs have iguana-like heads, sporting long crests and dewlaps, as well as leathery fringes from the backs of their arms and along their tails. Though somewhat lethargic, they are resourceful survivalists, having learned to exploit a number of niches to acquire food, whether it be in the sea, ice cliffs or tundra. Though the ice always remains, it is always changing, and frost fangs tend to be a nomadic lot.
 Physical Description
 Racial Traits
Frost fang lizardfolk have the following racial traits:
- Type: Humanoid (Reptilian)
- Ability Score Adjustments: +2 Constitution, -2 Dexterity
- Size: Small
- Speed: Base land speed is 20 feet, Climb 10.
- Natural Armor: A frost fang's scaly skin provides it with a +2 natural armor bonus to its Armor Class.
- Tail: A frost fang's tail gives it exceptional balance, and these lizardfolk gain a +4 racial bonus on all Balance and Jump checks.
- Camouflage: Frost fangs coloring, generally a glistening white with a pale blue underbelly, provides them with a +2 to Hide checks in snowy or icy environments.
- Cold Endurance: Frost fangs receive a +4 racial bonus on Fortitude saves made to resist the effects of cold weather.
- Lowlight Vision: A frost fang can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Arctic Stride: When moving over snow or ice covered surfaces, whether natural or magical, a frost fang may ignore any movement penalties for difficult terrain. This includes overland movement rates. They also do not suffer any Climb check penalties for slippery surfaces if the condition is due to ice.
- Awkward Build: Due to their tails and posture, frost fangs must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.)
- Languages: Common and Draconic. Bonus languages: Giant, Aquan.
- Favored Class: Frost Fang, Ranger
 Racial Class
|Frost Fang Racial Class|
|1||+0||+0||+2||+0||Natural Weapons, +1 Natural Armor, Swim +4|
|2||+1||+0||+3||+0||Cold Resistance 5|
|3||+2||+1||+3||+1||+1 Natural Armor, Hold Breath|
Hit Die: d8
Skill points at 1st Character level: (2 + Int bonus) x 4
Skill points at higher levels: 2 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Jump (Str), Swim (Str), Survival (Wis)
Weapon and Armor Proficiency: Lizardfolk are proficient with all simple weapons and shields.
- Natural Weapons: A 1st level frost fang can attack with its natural weapons, 2 claws (1d3) and a bite (1d3). The lizardfolk also qualifies for the multi-attack feat.
- Skill Bonus: In addition to their ease of movement across the snowy plains or icy cliffs of their homeland, frost fangs learn to endure the chilly waters there as well. At 1st level, they receive a +4 on Swim checks.
- Cold Resistance: As a result of near constant exposure to the bitter freeze of the lands along the Azure Ice Wall, frost fangs develop a strong resistance to cold early on in their class, gaining this benefit at 2nd level.
- Hold Breath (Ex): At 3rd level, a frost fang gains the ability to hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
- Glide (Ex): At 4th level, frost fangs become true masters of their environment. In addition to being able to walk, climb and swim with ease in the artic regions, they gain the ability to surprise prey from above or leap off cliffs to escape predators. The long, scaly fringes growing from their arms and tails grow together enough to let them glide short distances, moving forward 10 feet for every five feet they fall. While gliding a frost fang's movement is 40 feet. They are considered Clumsy fliers for purposes of turning and minimum speed, and may not ascend under their own power, or dive with any degree of control. Attempting to do either will cause a frost fang to lose control of the glide and enter freefall. If a frost fang does falls from a height of 20 feet or more, he may make a Dex check vs DC 10 to begin gliding instead of falling, beginning at the halfway point of the fall. Even if the Dex check is failed, a frost fang capable of gliding always takes damage as if a fall were 20 feet shorter than it actually is.