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Lizardfolk

Ability adjustmentsDex +2, Con +2, Wis +2, Cha -2
AlignmentNeutral good, true neutral or neutral evil
Favored classDruid (m) / Ranger (f)
Extra levels2
Cost200 tokens
FactionHumanoids
Starting areaAssaulted Island
Race groupMonstrous

Racial abilities

AbilityEffect
DarkvisionThis feat grants the ability to see in the dark.
Alertness+2 bonus to Spot and Listen checks due to finely tuned senses.
Weapon Proficiency (martial)This feat allows effective use of all martial weapons. The martial weapons list includes the battleaxe, greataxe, greatsword, halberd, heavy flail, light flail, longbow, longsword, rapier, scimitar, short sword, shortbow, throwing axe, trident and warhammer.
Hardiness vs. PoisonsThis feat grants a +2 racial bonus on saving throws vs. poison.
Skill Focus (Animal Empathy)A character with this feat is adept at a certain skill, gaining a +3 bonus on all checks with it.

Damage

Damage typeEffect
Acidimmune to 50%

Immunities

Disease, poison.

Gained with levels

LevelAbilityUses a day
10Spit Acid3 + (level / 8)
21Epic Skill Focus (Animal Empathy)-

Race group

Lizardfolk belongs to the Monstrous race group. Anything that names that group - a spell, a feat, a favoured enemy, an item property - applies to you.

The other races in it are Minotaur, Ogre Mage, Orc, Troglodyte and Troll.

Who is hostile

FactionTowards you
Surfacershostile
Drow and Humanoidsfriendly
Duergarhostile
Undeadhostile

Hostile players and hostile creatures attack on sight. Everyone, whatever their faction, is neutral towards city guards, merchants, animals and neutral settlements.

See also