Mortal Races - Lizardfolk

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Lizardfolk

Numerous are the lizardmen of Naboria. Their origins are not always clear and most of them are not civilized by standard terms. Found in the wilderness, often in marshes and near slow flowing rivers or standing water, these folks have little in common with other inhabitants of Naboria. Their minds are often too alien and their aspect is also often frightening, so that their relationship to other people is not always good.

[T'sa] [Others] [Age, Height and Weight]

T'sa:

T'sa are a reptilian race almost completely unknown to other people on Naboria. They could be the remains of an ancient civilization. Small communities can be found almost every where, especially in tropical forests. They revere Io and their own deity Eroese.

Physical Description: Even when standing absolutely still - something that's almost impossible for the creature to do - a t'sa conveys an impression of speed, sharp reflexes, and constant activity. Standing 4 feet 2 inches (+2d4) tall, and weighing 85 lb (x1 lb) average, a t'sa is lightning quick, with a fast mind to match his fast body. Sleek, with a reptilian form and the legs of a runner, a t'sa has a fine covering of interlocking scales that provide a modicum of natural protection. Most humans find t'sa, with their expressive eyes and child-like exuberance, to be extremely likeable.

Personality: A t'sa has a natural curiosity and an affinity for all things technological. He's a consummate tinkerer, disassembling devices to discover how they work and to find ways to improve them. T'sa have an undeserved reputation among humans for being overly naïve, due to their infectious cheerfulness. T'sa companions are a boon to any adventuring group. Their cheerfulness and good will never falters, and their desire to know every secret can be contagious - though this behaviour can also get a t'sa into all kinds of trouble. Once a t'sa joins a group, he stays with it through thick and thin, usually bonding with at least one member as a lifelong friend. Everything a t'sa does, he does quickly. He's always on the move, always asking questions, always seeking answers. Although he's often misunderstood, a t'sa is nonetheless eager to please and make friends.

This species can be found in fair abundance within the Rogue, Wizard, Druid and Cleric classes, but t'sa very seldom aspire to be warriors, because it isn't in their nature to be violent or physically forceful. T'sa Racial Traits:

  • +2 Dex, +2 Int, -2 Cha.
  • AC bonus +4 (natural, reptilian hide).
  • Low-light Vision.
  • Scent (Ex).
  • Poor Vision(Ex): -2 Spot, +2 Search.
  • Cold Blooded(Ex): All T'sa are reptilian, not mammals, as such extremes of cold have an adverse affect, a T'sa in such an environment must make a Fort save (DC14) every 4 hours or they begin to suffer from it's effects losing 1 Temporary Constitution point per hour after that point, until dying once CON reaches zero. This reflects them becoming lethargic and sluggish, they also receive -2 penalty to all attacks, initiatives and checks during that time and may only move at half speed. If exposed to a warm place, they are able to regain lost con at a rate of 1 point per 4 hours as opposed to 1 point per day.
  • +2 racial bonus to Fort saves vs. poison and disease.
  • Size: small: +1 AC; +1 attack; +4 hide; carrying capacity x0.75
  • Speed: 40.
  • +2 Racial bonus to Craft, Disable Device, Knowledge (mechanic).
  • Favoured class: Rogue.
  • Automatic Language: T'sa (4) and Regional Common.

Note: this race is at this time not available as PC for the DDI campaign.

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Others

Other races to come...

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Age, height and weight

Table 1: Aging Effects

RaceMaturityMiddle AgeOldVenerableMaximum Age
T'sa8 20 45 60 2d10

Table 2: Height and Weight

Race Base HeightModifierBase WeightModifier
T'sa, male 130 cm 2d10 35 Kg x0.2
T'sa, female130 cm 2d10 35 Kg x0.2

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