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Off to Dragon*Con!

Buddha will be in Mütti's capable hands for the next few days while laurie_robey, hantamouse, and I perform our annual pilgrimage to steep ourselves in geekdom. In that spirit, have another batch of reptilian monsters! I'm particularly pleased with the witch doctor...

Lizardfolk (CL ½ / 150 XP)


Reptilian humanoids averaging usually 6' - 7' tall, generally organized into primitive tribes living in marshy or wilderness areas. Lizardfolk are aggressive, territorial, and warlike — and they like it that way.

Medium Humanoid (reptilian) 2
Sanity Loss 0/1d4
Init +1; Senses Perception +1, Low-Light Vision
Resistance Spells +1


Defenses Ref 16 (flat-footed 16), Fort 12, Will 10
hp 13; Threshold 12
Speed 6 squares, swim 4 squares
Melee 2 claws +2 (1d4+2) and bite +2 (1d6+2) or
Melee club +2 (1d8+2) and bite +2 (1d6+2)
Ranged javelin +1 (1d8+2)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +1; Grp +2


Abilities Str 13/+1, Dex 10/+0, Con 14/+2, Int 9/-1, Wis 10/+0, Cha 10/+0
Feats Shield Proficiency, Weapon Proficiency (Natural Weapons, Simple Weapons)
Skills Acrobatics +6, Jump +7, Stealth +6, Swim +7
Possessions Club, javelin, heavy shield.


Hold Breath A lizardfolk can hold its breath for a number of round equal to 4x its Con score (just under 6 minutes for a typical specimen) before it risks drowning. (See the Endurance skill.)
Natural Armor A lizardfolk's scaly hide gives it +2 natural armor.
Natural Balance A lizardfolk's tail gives it great balance; lizardfolk get training in Acrobatics for free.
Narural Swimmer Lizardfolk get training in Swim for free. They may take 10 on any Swim check, even if rushed or distracted.

Lizardfolk PCs


Ability Scores Str +2, Con +4, Int -2
Special Abilities
Lizardfolk have low-light vision.
Lizardfolk have a base swim speed of 4 squares and get training in Swim for free. They may take 10 on any Swim check, even if rushed or distracted.
Lizardfolk gain +1 natural armor per level (maximum +2). This does not stack with worn armor.
Lizardfolk tails give them great balance; they get training in Acrobatics for free.
Lizardfolk can hold their breath for a number of rounds equal to 4x their Con score before they risk drowning.
Favored Class Fighter (warrior)
Other Lizardfolk do not gain a feat at 1st level other than the starting feats for their class.
GM's Note Lizardfolk are a strong melee race, but should not be overwhelming to party balance.

Lizardfolk, Chieftain (CL 2 / 920 XP)


In any lizardfolk tribe, the chieftain is usually the biggest brute of the bunch. The chieftain is the war-leader, unquestioned in battle, but may be beset by any number of rivals during moments of peace — which provides them with a compelling reason to keep moments of peace as few and far-between as possible.

Medium Humanoid (reptilian) Elite 2
Sanity Loss 0/1d4
Fate/Action Points 1
Init +2; Senses Perception +2, Low-Light Vision


Defenses Ref 19 (flat-footed 18), Fort 15, Will 13
hp 34; Threshold 15
Speed 6 squares, swim 4 squares
Melee 2 claws +3 (1d4+3) and bite +3 (1d6+3) or
Melee club +3 (1d8+3) and bite +3 (1d6+3)
Ranged javelin +2 (1d8+3)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +1; Grp +3


Abilities Str 15/+2, Dex 12/+1, Con 16/+3, Int 11/+0, Wis 12/+1, Cha 12/+1
Feats Shield Proficiency, Tough As Nails*, Weapon Proficiency (Natural Weapons, Simple Weapons)
*Bonus feat from template; need not meet prerequisites.
Skills Acrobatics +7, Jump +8, Perception +7, Stealth +7, Swim +8
Possessions Club, javelin, heavy shield.


Hold Breath A lizardfolk can hold its breath for a number of round equal to 4x its Con score (just under 6 minutes for a typical specimen) before it risks drowning. (See the Endurance skill.)
Natural Armor A lizardfolk's scaly hide gives it +2 natural armor.
Natural Balance A lizardfolk's tail gives it great balance; lizardfolk get training in Acrobatics for free.
Narural Swimmer Lizardfolk get training in Swim for free. They may take 10 on any Swim check, even if rushed or distracted.

Lizardfolk, Witch Doctor (CL 3 / 1,840 XP)


In some lizardfolk tribes, the witch doctor has as much if not more power than the chieftain. Lizardfolk witch doctors tend to be ambitious and savage, goading the band into constant conflict with neighboring tribes. Oddly enough, they are forbidden to engage in combat themselves (and will withdraw if engaged in melee if at all possible) and are guarded with the lives of tribe warriors. Slaying a lizardfolk witch doctor is certain to have a profound effect on the tribe's members.

Medium Humanoid (reptilian) 4
Sanity Loss 0/1d4
Resistance Spells +5


Defenses Ref 16 (flat-footed 16), Fort 11, Will 11
hp 22; Threshold 11
Speed 6 squares; swim 4 squares
Melee 2 claws +3 (1d4+2) and bite +3 (1d6+2)
Ranged Venom of Jhebbal Sag +3 vs. Fort defense (1d6+3) plus special or
Ranged Wrath of Jhebbal Sag +3 vs. Will defense (special)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +3; Grp +3


Abilities Str 10/+0, Dex 10/+0, Con 13/+1, Int 10/+0, Wis 13/+1, Cha 15/+2
Feats Shield Proficiency, Skill Training (Spellcraft), Weapon Proficiency (Natural Weapons, Simple Weapons)
Skills Acrobatics +7, Knowledge (Arcana) +7, Spellcraft +7, Stealth +7, Swim +7, Treat Injury +7
Possessions Fetish bag, cult mask, heavy shield.


Blessings of Jhebbal Sag Once per encounter, as a standard action, the lizardfolk witch doctor can call upon the power of ancient gods to bless its followers, giving them +1 to all ability checks, skill checks, attacks, and damage for the duration of the encounter.
Call of Jhebbal Sag As a standard action, a lizardfolk witch doctor can command any animal, including an animal companion, by speaking the ancient language of Jhebbal Sag. The witch doctor makes an attack at +3 vs. the Will defense of the animal; if successful, the animal must obey the witch doctor's command. The animal must be able to see and hear the witch doctor for the attack to succeed. If the attack fails, the animal does not recall the ancient language, and is immune to the Call of Jhebbal Sag from then forward.
Death Frenzy When a lizardfolk witch doctor is slain, all of its allies who witness the event must make a Cha check vs. DC 10. Those who succeed become enraged at the witch doctor's slayers, gaining +1 to all attacks and damage against the slayers for the duration of the encounter. Those who fail become demoralized and subject to fear for 1d4+1 rounds.
Healing Draught The lizardfolk witch doctor carries a flask of healing draught. As a standard action, the witch doctor can drink it or administer it to an ally; whoever drinks the healing draught immediately regains 1d8+3 hit points and moves +1 step on the condition track. (The healing draught is difficult to make and doesn't retain its potency for long, so the witch doctor generally only has one available during any given encounter.)
Hold Breath A lizardfolk can hold its breath for a number of round equal to 4x its Con score (just under 6 minutes for a typical specimen) before it risks drowning. (See the Endurance skill.)
Natural Armor A lizardfolk's scaly hide gives it +2 natural armor.
Natural Balance A lizardfolk's tail gives it great balance; lizardfolk get training in Acrobatics for free.
Narural Swimmer Lizardfolk get training in Swim for free. They may take 10 on any Swim check, even if rushed or distracted.
Spell Resistance The arcane training of a lizardfolk witch doctor gives it spell resistance +5.
Vitality of Jhebbal Sag As a standard action, the lizardfolk witch doctor may sacrifice 1d4 of its own hit points to grant all followers within line of sight 1d8+2 hit points, either in the form of healing or as temporary hit points that last the duration of the encounter. Any of the witch doctor's followers who regain hit points this way also move +1 step on the condition track, but this does not remove any persistent conditions.
Venom of Jhebbal Sag As a standard action, the lizardfolk witch doctor sacrifices 1d4 of its own hit points to fire a ray of green-black witchfire at the target. On a successful attack, the target takes the indicated damage and immediately moves -1 step on the condition track.
Wrath of Jhebbal Sag Once per encounter, the lizardfolk witch doctor may call down the wrath of Jhebbel Sag on all foes within line of sight. A successful attack indicates that the victim hears maddening music of phantom drums and bestial, otherwordly chanting, so loud in their mind that it causes migraine-like agony. The victim immediately moves -1 step on the condition track and is stunned for 1 round. If the attack fails, the target is immune to the wrath of Jhebbel Sag for 24 hours.

Learning the Spells of the Lizardfolk Witch Doctor


While theoretically possible, this is highly unlikely. The cult of Jhebbal Sag is secretive and teaches its wisdom only to those who have proved their worth; however, bits of lore make their way out to civilized men from time to time. Learning the spells of the Lizardfolk Witch Doctor adds +1 rank Mythos Knowledge and costs 1d6 SAN (in games where such items are tracked).

Jhebbal Sag: Knowledge (Arcana) or Knowledge (Religion) DC 25
All animals, including man, once worshipped Jhebbal Sag, the Lord of Beasts, and spoke the same language. Now, most have forgotten, and only the largest, smartest and strongest animals remember the earliest days. Those who remember are bound together, however, and can be controlled by one who serves Jhebbal Sag and knows the language of the animals. A god of all beasts who lurk in the wild places, and men who act as beasts, fang and claw are the laws of Jhebbal Sag. The satisfaction of his primordial needs are his goals. For millions of years he has loped through his wild lands in the form of one great beast or another; for such is his pleasure. When man came he added them to his stable. From him they learned to rip and tear one another like beasts. Jhebbal Sag is the leader of the animal gods and all of the other animal totems serve him. It is said that Jhebbal Sag likes to come out at night; there are tales from men and women who have seen his eyes burning like yellow coals in the darkness. Priests of Jhebbal Sag are usually shamans or witch doctors of a tribe. They hear the whisper of the Beast-Lord on the wind, bring meat to his altars in sacrifice, and bring women to his sacred groves. In addition to being able to summon and speak with the animals who serve the Lord of Beasts, the priests of Jhebbal Sag also learn the secret of the magical Symbol of Jhebbal Sag, an ancient, mystic sign which even the wildest animal is cowed before, and draws not near.
Blessings of Jhebbal Sag As a standard action, the spellcaster can call upon the power of ancient gods to bless its followers, giving them +1 to all ability checks, skill checks, attacks, and damage for the duration of the encounter. This spell must be kept at hand to be used. (Cleric/Druid 1)
Call of Jhebbal Sag As a standard action, the spellcaster can command any animal, including an animal companion, by speaking the ancient language of Jhebbal Sag. The spellcaster makes an arcane attack, modified by Charisma, vs. the Will defense of the animal; if successful, the animal must obey the spellcaster's command. The animal must be able to see and hear the spellcaster for the attack to succeed. If the attack fails, the animal does not recall the ancient language, and is immune to the Call of Jhebbal Sag from then forward. Using this ability costs 1d2 SAN. (Strictly speaking, this is not a spell, but a spell-like ability.)
Vitality of Jhebbal Sag As a standard action, the spellcaster may sacrifice 1d4 of their own hit points to grant all allies within line of sight (1d8 + Cha mod + ½ level) hit points, either in the form of healing or as temporary hit points that last the duration of the encounter. Any of the spellcaster’s allies who regain hit points this way also move +1 step on the condition track, but this does not remove any persistent conditions. (Cleric/Druid 1)
Venom of Jhebbal Sag As a standard action, the spellcaster sacrifices 1d4 of their own hit points to fire a ray of green-black witchfire at the target to make an arcane attack (modified by Cha) against the target’s Fort defense. On a successful attack, the target takes (1d6 + Cha mod + ½ level) damage and immediately moves -1 step on the condition track.
Wrath of Jhebbal Sag The spellcaster may call down the wrath of Jhebbel Sag on all foes within line of sight by making an arcane attack (modified by Cha) vs. their Will defense. A successful attack indicates that the victim hears maddening music of phantom drums and bestial, otherwordly chanting, so loud in their mind that it causes migraine-like agony. The victim immediately moves -1 step on the condition track and is stunned for 1 round. If the attack fails, the target is immune to the Wrath of Jhebbel Sag for 24 hours. This spell must be kept at hand to be used. Casting this spell costs 1d4 SAN. (Cleric/Druid 1)


-The Gneech

Comments

( 2 comments — Leave a comment )
alaskawolf
Aug. 28th, 2008 02:28 pm (UTC)
have fun at the con :)
hossblacksilver
Aug. 28th, 2008 05:36 pm (UTC)
See you there. :)
( 2 comments — Leave a comment )

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