Lizardfolk, Greenscale (4e Race)
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A race of reptilian warriors and hunters, relentless guardians of the wetlands they call home.
4e Racial Traits
|Average Height: 6'6-7'0|
|Average Weight: 220-320 lbs|
|Ability Scores: +2 Strength, +2 Constitution or +2 Dexterity|
|Speed: 6 (Swampwalk) squares|
|Skill Bonuses: +2 Athletics, +2 Nature|
|Claws: Your claws are natural weapons. They fall into the light blade and unarmed weapon categories and have the off-hand property. They have +3 proficiency and deal 1d6 damage. They cannot be enchanted.|
|Athlete: When you make an athletics check, roll twice and use either result.|
|Hold Breath: Greenscales can hold their breath for a number of turns equal to their Constitution score (not modifier) + 1/2 level in rounds.|
|Tail Sweep: See Tail Sweep below.|
|Tail Sweep||Greenscale Lizardfolk Racial Power|
|The greenscale sweeps her mighty tail, punishing them for getting too close.|
|Minor Action||Close Burst 1|
|Attack: Dexterity + 2 Vs. Reflex|
| Hit: 1d6 + Strength modifier.|
Increase to +4 attack bonus and 2d6 + Strength modifier damage at 11th level, and to +6 attack bonus and 3d6 + Strength modifier damage at 21st level.
Lizardfolk are a swamp-dwelling race. They look like a hybrid of human and lizard. Lizardfolk are quick to anger, and ticking one off is a bad idea.
Play a lizardfolk if you want...
- To have a reptilian appearance.
- To be strong and savage.
- To have a love of nature.
- To be a member of a race that favors the barbarian, fighter, ranger, druid, seeker, and rogue classes.
Greenscale lizardfolk have reptilian features. Their heads are those of lizards, and they are covered in (usually green) scales from head to toe. They have long, powerful tails which they use to propel them through the water. Their fingers and toes end in claws. Lizardfolk are tall, strong, and athletic.
Greenscale lizarfolk are fully grown at age 2. They live about 100 years on average.
Playing a Greenscale
Lizardfolk are a wild, savage race, and they are often disliked by members of other races. Lizardfolk are not particularly intelligent, and they believe that violence is ALWAYS the answer. Thus, many lizardfolk bear scars from past fights. They love simple pleasures such as dancing, feasting, and wrestling, though they loathe more refined arts with a passion. They are quick to anger, and they love conflict, particularly physical conflict. Lizardfolk get along fine with races that are wild or love nature, and thus they get along fine with elves, halflings, goliaths, minotaurs, shifter, and half-orcs.
Greenscale Lizardfolk Characteristics: feral, hot-headed, savage, stubborn, violent, wild
Names: (note: lizardfolk do not have names designed specifically for certain genders) Argyllus, Reldar, Sebenar, Untharis, Vangen, Vangor, Yoedaak, Zarden.
Three sample Greenscale adventurers are described below.
Untharis is a Greenscale fighter. His tribe was wiped out by hobgoblins when he was in the egg, and he was raised by elves instead. He constantly practices with his battleaxe, for he wants to be the best he can be. He has sworn revenge on the hobgolblins that destroyed his tribe, but so far he hasn't been able to find them.
Reldar is a Greenscale barbarian. Long ago, she was walking in the wood when she came across a crocodile spirit. She now uses the power of that spirit to fuel her barbarian rage. However, she has recently come across a legend about a sinister crocodile spirit, and she has begun to question motives of her so called guardian.
Vangor is a Greenscale ranger. Even as a child, he felt an incredible wanderlust. Eventually, he left home, fighting for himself, battling deadly monsters of the wilderness. He has fallen in with a group of adventurers, and he has sworn to defend them until the end. The group was distrustful of him at first, but they now recognize him as a devoted ally and deadly adversary.
To be determined