Lizardfolk Culture

Culture Traits

 
Common Traits
  • Ability score modifiers: -2 Inteligence +2 Wisdom
  • Starting Languages: In addition to the common tongue, characters with this culture know Draconic. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aquan, Dwarvish, Elvish, Gnome, and Goblin
  • Local Knowledge: A character of the Lizard folk Culture can make knowledge (local) checks untrained so long as the check pertains to the Northern Quarren jungle settlements or Lizardfolk clans. In addition, they always roll such checks with advantage.
 
Simple Traits
|
|
 
Intermediate Traits
|
|
 
Advanced Traits
|
|
 
Trait Descriptions
Clutch Protector: Many lizard folk spend time with the young clutches of newborn, both keeping them safe and helping them learn new skills. A character with this trait increases the bonus they provide from successful aid another checks by 1. In addition, they receive a +2 cultural bonus to both attack rolls and skill checks when used to aid another.   Fierce Heart: Lizardfolk culture emphasizes proud warriors that do not back down from a challenge easily. A character with this trait gains +2 cultural bonus to saves versus fear effects. In addition, they gain a +1 morale bonus to attack rolls and to AC when they are bloodied.   Hunter-Gatherer: Characters with this trait always treat survival as a class skill. If they gain survivial as a class skill through class levels, they instead gain a +2 cultural bonus to survival checks. In addition, they can move at full speed while foraging in the wilderness with survival by taking a -10 penalty to the check.   Know the Hunt: Characters with this trait gain a +2 cultural bonus to stealth and perception checks.   Know the Kin: Characters with this trait gain a +2 cultural bonus to heal and diplomacy checks
Know the Wild: Characters with this trait gain a +2 cultural bonus to survival and knowledge (nature) checks   Tradesfolk: Characters with this trait gain a +4 cultural bonus to Diplomacy checks and diplomacy is always a class skill for them.   Tribal Tradition: some of the Lizardfolk clans are far removed from civilized society, prompting an emphasis on oral learning and community at the cost of more scholarly pursuits. Characters with this trait gain a +2 cultural bonus to knowledge (history), knowledge (local), and knowledge (nobility) checks. This bonus is doubled for checks which pertain to lizard folk cultures and their dealings. In addition, the character takes a -2 penalty to knowledge (arcana) and spellcraft checks.
 

Favored Class Options

 

Alchemist: Add +1/6 damage to the alchemist’s bite and claw attacks while under the effects of a feral mutagen.

Arcanist: Add +1/3 to the DC to one of the arcanist’s exploits.

Barbarian: Add +1/6 damage to the barbarian’s bite and claw attacks when using the animal Fury rage power.

Bard: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the bard is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.

Bloodrager: Add +1/2 round of bloodrage per day.

Brawler: Add +1/2 to the brawler’s CMB when making a trip attempt.

Cavalier: Add a +1/2 bonus to Acrobatics and Intimidate checks.

Cleric: Add a +1/2 bonus on caster level checks to overcome the spell resistance of dragons or creatures with the aquatic or reptilian subtypes.

Druid: Add a +1/2 bonus on Knowledge (nature) and Survival checks in swamps or aquatic environments.

Fighter: Add a +1/4 bonus to Will saves fear effects created by creatures of the dragon type or aquatic subtype.

Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.

Hunter: Choose one ranged weapon. Add +1 foot to the range increment of that weapon. This option has no effect unless the hunter has selected it 5 times (or another increment of 5 a range increment of 24 feet is effectively the same as a range increment of 20 feet,

Inquisitor: Add +1/6 to the damage bonus granted by the destruction judgment.

Investigator: Add +1/4 rounds to the duration of the insight bonus granted by studied combat.

Magus: Add +1/5 of a new magic weapon property that can be added to the magus’s weapon by expending points from his arcane pool. These must be chosen from the following list

Monk: Add +1/2 to Acrobatics checks to cross narrow surfaces and to Escape Artist checks.

Ninja: Add +1/4 point to the ninja’s ki pool.

Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.

Paladin: Add a +1/3 circumstance bonus on Critical Hit confirmation rolls while using smite evil (maximum bonus +5). This bonus does not stack with Critical Focus.

Ranger: Add +1/4 to a single existing humanoid Favored Enemy bonus (maximum bonus +1 per Favored Enemy). Rogue

Shaman: Add +5 feet to the range of one hex with a range other than “touch.”

Skald: Add one spell from the bard spell list to the skald’s list of spells known. This spell must be at least one level below the highest spell level he can cast.

Slayer: The slayer gains +1/6 of a new slayer talent.

Sorcerer: Add +1/2 point of acid damage to sorcerer spells cast that deal acid damage.

Summoner: Monsters summoned by the summon monster ability gain a +1/6 natural armor bonus to their armor class.

Swashbuckler: Add +1/4 to the swashbuckler’s damage rolls on riposte attacks after a successful parry.

Warpriest: Add +1/3 to the warpriest’s effective level for the purposes of determining his sacred weapon damage.

Witch: The witch gains 1/6 of a new witch hex.

Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.

 

Comments

Please Login in order to comment!