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- The lizardfolk of Hollo are a slight, swift people. Hailing from sheer mountains, many still retain the large cape-like membrane that hangs from their arms that allows them to glide. Even among the desert-dwelling tribes, who tend to have much smaller vestigial flight membranes, their dexterous claws and light bodies still make them natural climbers.
- Lizardfolk are by nature very social, and tend to live in communities that are tight in both a literal and metaphorical sense; they build vertically, and so a village that covers only two dozen square feet could hold a sizeable population. While lineage is traced and acknowledged, from egg to adult it is the job of the whole community to raise lizardfolk young, so lizardfolk tend to see local elders as family just as much as their biological parents.
- To other races, all lizardfolk are generally seen to be friendly and carefree. Among themselves, more distinct stereotypes are associated with home environment; the mountain-dwelling lizardfolk are thought of by their lowland cousins as free spirits, laid back to a fault, and good-naturedly dim. By contrast the lizardfolk of the desert, as traders and merchants, are seen as excessively fastidious, though generally polite and good with money. Curiously, neither group associates any particular traits to lizardfolk that live among other races.
- Physical Description: Lizardfolk are small and skinny, very rarely reaching five feet in height. This is compounded by a predisposition to stand with a slight slouch. This is especially noticeable among those lizardfolk with smaller or vestigial flight membranes, which would otherwise add to their profile and give the appearance of a greater size.
- A fully developed flight membrane resembles a solid, fleshy cape running across the back. It is attached down the length of both arms, and can be further manipulated with four simple stick-like appendages that protrude from the back; two shorter ones at waist height and two longer ones at the small of the back that stretch down behind the legs, creating the appearance of a tail with the back end of the membrane. However, this membrane and these appendages can vary in size and in many are so small as to be merely decorative.
- While their limbs, back, and much of their head is scaled, neither the scales nor the hide of lizardfolk are especially tough. The colouration of the scales varies by location – desert lizardfolk tend to have more drab earth tones or sandy colouration, while mountain lizardfolk can have much richer, bolder colours.
- Society: Lizardfolk society is extremely tight-knit and social. Individual villages (or neighbourhoods in larger settlements) are much like family, and sharing with them is second nature. Strangers, lizardfolk or otherwise, are to be shown hospitality and respect as a matter of course, though to what level this reaches varies. This does not mean they are naïve enough to expect this behaviour from other races, and modern lizardfolk are fully aware that people aren't trying to snub them and be impolite when they don't offer a meal and a bed upon first meeting.
- For their tight-knit familial nature, the lizardfolk are not insular; as well as hosting guests of other races, they are happy to live among other races. In integrated societies, they are just as happy to welcome non-lizardfolk into their extended family group. Nevertheless, it is rare for smaller groups of lizardfolk to settle amongst others, as non-lizardfolk are usually unprepared or unwilling to accept the shared duty of child-rearing, though it is not impossible either for a couple to find people willing to share in their child's raising or to raise it alone as other races do.
- Relations: Lizardfolk tend to be on friendly terms with other civilized races. They are far from warlike, and tend towards filling service roles in the wider world, often acting as messengers and guides in wider society. This, added to their natural social tendencies, usually drives other races to think of them as harmless at worst.
- Alignment and Religion: Lizardfolk are happiest when unbound by the constraints of others, but paradoxically tend to submit willingly to what is expected of them by their society and family. As such their place between law and chaos is generally mixed, and individual cases might end up falling anywhere. They are rarely evil, but when they are can be just as twisted as any other race. The tend to follow gods which encourage kindness and freedom.
- Adventurers: Lizardfolk taken by wanderlust or a desire to do good strike out from their homes to see the world, often with the expectation that they will one day return home richer and wiser for the experience. Their frame and speed makes them excellent rogues, but their culture makes them more naturally fit as bards.
- Standard Racial Traits
- Ability Score Racial Traits: Lizardfolk are nimble and personable, but small and fragile. They gain +2 Dexterity, +2 Charisma, and -2 Constitution.
- Size: Lizardfolk are Medium creatures and thus receive no bonuses or penalties due to their size.
- Type: Lizardfolk are humanoids with the reptilian subtype.
- Base Speed: Lizardfolk have a base speed of 30 feet.
- Languages: Think about this later
- Defense Racial Traits
- Nimble Poise: Lizardfolk gain a +1 dodge bonus to AC and a +1 racial bonus on Reflex saving throws
- Feat and Skill Racial Traits
- Flight Membrane: Many lizardfolk have a working flight membrane, and so can glide on the air. They can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, they may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet they fall.
- Head for Heights: Lizardfolk receive a +2 racial bonus on Climb and Fly checks
- Alternate Racial Traits
- Social Minded: Lizardfolk with this racial trait prefer life on the ground, crowded by friends, than being free in the air. They receive a +2 racial bonus on Diplomacy and Sense Motive checks. This racial trait replaces Head for Heights.
- Independent Trader: Lizardfolk with this racial trait follow the grand desert tradition of the curio salesman. They receive a +2 racial bonus on Appraise and Bluff checks. This racial trait replaces Head for Heights.
- Groundrunner: Lizardfolk with this racial trait were born with less developed membranes. The lack of drag combined with the necessity to exercise the legs has happily led to greater running speed. They move at a base speed of 40 feet. This racial trait replaces Base Speed and Flight Membrane.
- Duelling Membrane: Some lizardfolk's membranes simply cannot be used for flight despite being roughly large enough. Adventuring lizardfolk, however, still endeavour to find a practical use for them. Lizardfolk with this racial trait use their membrane to grasp weapons from opponents, and so take no penalty for making a disarm attempt while unarmed. When making an unarmed disarm attempt, they only provoke an attack of opportunity if the held item is capable of slashing damage. This racial trait replaces Flight Membrane.
- Decorative Membrane: Some lizardfolk have membranes that are large enough to be plainly visible, but are still incapable of gliding for whatever reason. Whether by unintentional damage or intentional piercing, modification, and decoration, their membranes have been made to give a striking appearance. Lizardfolk with this racial trait receive a +2 racial bonus on Intimidate checks, and Intimidate is always a class skill for them. This racial trait replaces Flight Membrane.
- Climbing Claws: Lizardfolk with this racial trait have overdeveloped claws, which enhance their climbing and combat abilities, but give the wrong frame of mind for flight. They receive a +3 racial bonus to Climb checks and have two claws that each deal 1d4 points of damage. These are primary natural attacks. This racial trait replaces Head for Heights.
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