Prehistoric Lizardfolk
Background
Tucked away in the annals of history lie the Prehistoric Lizardfolk. Beastly creatures that at one time roamed the land in great numbers. Tribal in community they feasted on the bounty of the world and hunted it’s vast jungles and forests. Through time and change, they became smaller, weaker, more suited to life among the civilized.
However, tucked away in a deep cavern hidden on a mountain that borders a massive jungle, a large pocket of these barbarians has found themselves frozen in time. Their monstrous forms locked away in a icy prison, until recently. A small seismic activity brought heat into their cavern, melting away the ice that once kept them frozen in time. The warmth revitalizing their blood has given these barbarians a second chance at life, however the world as they know it has changed, and long gone are the days when they hunted in great numbers.
Prehistoric Lizardfolk are behemoths, ranging from the size of normal lizardfolk, to gargantuan nearing 10 feet tall, weighing in anywhere from 200 to nearly a thousand pounds, with some having features that give them a much taller reach. They range in all features and shapes, and have a wide variety in lifestyle. (Any sort of Dinosaur feature is acceptable) They are native originally to jungles, but are suited to almost any environment type, with some having natural features suited to such.
Racial Traits
Ability Score Modifiers: Advanced (4 RP) +2 Con/Dex +4 Str -2 Int
Type: Humanoid (reptilian) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Languages: Xenophobic (0 RP) Ancient Lizardfolk start knowing their racial language only, but are able to pickup Lizardfolk easily.
Racial Traits
Offensive
Bite (2 RP)
Prerequisites: Small or larger size.
Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to 1 size category smaller than its size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Defensive
Natural Armor (2 RP)
Prerequisites: None
Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Improved Natural Armor (6 RP)
Benefit: Members of this race gain a +3 natural armor bonus, for a total of +4.
Cornered Fury (4 RP)
Prerequisites: None.
Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Other
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Alternate Racial Traits
Can Be selected in leiu of certain Racial Traits.
Swim (2 RP)
Benefit: Some Members of this race are born to live an aquatic life and have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.(Replaces 1 Level of Improved Natural armor)
Powerful Swimmer (1 RP)
Prerequisites: Swim racial trait.
Benefit: Members of this race receive a +10 foot bonus to their swim speed. (Replaces 1 Level of Natural Armor)
Fast (3 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +20 foot bonus to their base speed.(Replaces 1 Level of Natural armor)
Advanced Wisdom (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Wisdom. (Replaces Improved Natural Armor)
Advanced Charisma (4 RP)
Prerequisites: None.
Benefit: Members of this race receive a +2 racial bonus to Charisma. (Replaces Improved Natural Armor)
Scent (4 RP)
Prerequisites: None.
Benefit: Members of this race gain the scent ability.(Replaces 3 levels of Improved Natural Armor and 1 Level of Bite)
Scavenger (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.(Replaces Darkvision)
Favored Class Options
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Barbarian: Add +1/4 to Natural Armor Bonus
Fighter: Add +1/4 Damage to the natural Bite attack