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THE REPTILIAN TRIBE (Khaz-N'ir):

 

The Khaz-N'ir or Reptilian Tribe is most often encountered in swamps, deserts, and dense jungles like the ones in Skraelund, lower Lazarius, and Rhamier. Although predominantly comprised of turtles, lizards, and crocodilians. They are close relatives to Snakes and Amphibians but aren't especially close.


Most Khaz-N'ir however are a blend of these races and display a wide variety of natural adaptations. They usually stay close to the water and congregate in groups but may also are found in trees or even in deserts.


OTHER REPTILIAN-LIKE RACES: Dragonborn, Amphibians, Turtles, Snakes, and Dinosaurs are part of the many relatives of the Khaz-N'ir and  intermingling between the tribes is uncommon but not altogether unheard of.

BODY ALTERATIONS: Depending on the Phase of the Khaz-N'ir, he gains 1 or more powers from this list to add to his template. Suggested body alterations are below to accompany the powers.

ATTRIBUTE MODIFICATIONS:
Animist Reptilians get +2 CON and a -2 INT

SIZE: Animist Reptiles are of Small size. They stand a tiny 3'+ tall (+1d12 males and 1d8 females) and weigh about 30 + 10d10 pounds for males and 3d10 for females but there are many larger versions.

DESCRIPTION: The Khaz-N'ir  are heavy and muscular with strong smooth scales. They have colors that range from black, to yellow, electric blue, red, or brown, tan or green of all shades and brightness.


 


 

  • ATTRIBUTES: +2 CON, -2 CHA

  • SIZE: Small size.

  • SPEED: Khaz-N'ir base speed is 20 feet.

  • KHAZ-N'IR VISION:  Khaz-N'ir base sight starts as normal but can be upgraded to low-light vision.

  • KHAZ-N'IR RACIAL ABILITY: Khaz-N'ir get to choose up to 6 points of racial traits.

  • AUTOMATIC LANGUAGES: Common,  Khaz-N'ir.

  • BONUS LANGUAGES: Animist, Sylvan.

  • FAVORED CLASS: Rogue

  • FAVORED ALIGNMENT: No particular alignment.

  • RACIAL/REGIONAL FEATS: Varies by land, choose (1) Regional Feat free. Additional feats can be chosen from this list (unless the feat prohibits this) as regular feat choices.

    • REGIONAL ANIMAL / MONSTER LORE: Take '10' on all animal and take '5' on all monster knowledge checks for the listed animals and creatures of Isimiir.

    • REGIONAL KNOWLEDGE: Take '10' on all Local Knowledge Checks for the City, Town, or Village the character lives in. Take '5' on all History Checks related to Isimiir.

 UG'DAK ANIMIST POWERS:


1 Point

ANIMAL SPEECH (Ex) (All): Reptile - The  Khaz-N'ir can speak with Reptiles as a Proficiency in addition to any other languages he knows, this is a Bonus Language.

Suggested Animal Features: The Reptileman has a croaking or hissing voice. The  Khaz-N'ir has a booming or hissing voice that carries.

 

HIBERNATE (Ex) (All): The  Khaz-N'ir can sleep for as many days as his CON score, waking up weakened by 1 STR and CON per three days. Recovery: The Khaz-N'ir heals 1 (each) point of STR and CON per day that a good meal is had. In hibernation, he heals at +1 HP per day, and needs no food or water. This is a great ability to have when food is scarce or the temperature is inhospitable. Reptiles are cold-blooded—that is, their body temperature stays about the same as the temperature of their surroundings. Those that live in regions with harsh winters hibernate during the cold weather. Many of those that live in warm, dry climates estivate—that is, become inactive during summer.

Suggested Animal Features: The Reptileman has sleepy looking eyes, the Reptileman yawns often, the Khaz-N'ir naps every noon. He complains about extreme temperatures.


MEDIUM-SIZED (Ex) (Alligator): Reptilian's sizes are normally small but this one is a giant amongst his people. He now is medium-sized and stands between 4'5" and 5'4" weighing 100 to 140 lbs.


UNDERWATER VISION (Ex) (Alligator): The Khaz-N'ir can see in the water 60' feet in all but the most cloudy of water, even if too dark for normal humans.

Suggested Animal Features: The Khaz-N'ir  has reptilian looking eyes from which a clear membrane flicks over the eyeball. 


2 Point

TEETH (Ex) (Crocodile): The Khaz-N'ir can bite for 1d6 with it's massive crocodilan teeth and jaw structure.

Suggested Animal Features: The Reptilian has prominent jaws and teeth.

 

CAMOUFLAGE (Ex) (Chameleon): Many Reptilians have brightly colored skin. The color results from pigments (coloring matter) found in special cells that lie just below the epidermis. Movement of the pigments in the cells allows some species to change color rapidly. For example, some change color when the temperature goes up or down. Camouflage grants a +4 to all Hide rolls.

Suggested Animal Features: The Khaz-N'ir  has olive, green, grey, or tanned skin.


SWIM (Ex) (Crocodile): The Khaz-N'ir can swim at his normal movement rate.

Suggested Animal Features: The Khaz-N'ir  has prominent webbed hands and feet. The Khaz-N'ir  has a lumbering gait like a troll.

 

HOLD BREATH (Ex) (Crocodile): The Reptilian can hold his breath underwater for 10 Rounds per CON Mod Minimum 10 Rounds.
Suggested Animal Features: The Khaz-N'ir  has powerful lungs and has a barrel chest.


 3 Point

LEAP (Ex) (Monitor Lizard): The Reptilian person can leap horizontally 1 foot per point of STR he possesses, He may leap 1 foot vertically per 2 points of Strength he possesses, and may double these ranges when a running leap is made. (IE: Standing still, Bur'ruuup who has a 12 STR may leap a 12' wide chasm, leap 6 feet upwards, and if running make a leap of 24 feet length and 12 foot height!). The Repitilian cannot wear any armor heavier than leather to LEAP.

Suggested Animal Features: The Khaz-N'ir has splayed out legs. His legs are heavily muscled.

 

LOW-LIGHT VISION (Ex) (Alligator): The Reptilian person can see twice as far as a human under starlit conditions.

Suggested Animal Features: The Khaz-N'ir has the eyes of a reptile, lights in the dark reflect off of their eyes.

 

NATURAL ARMOR (EX) (Alligator): The Reptilian has smooth scales which gives him a +2 natural armor class. 

Suggested Animal Features: The Khaz-N'ir  has thick scales.


TELESCOPING TONGUE (Ex) (Chameleon): The Khaz-N'ir can make an entangling attack with his sticky tongue. His tongue can threaten a 10 feet area and is considered a natural ranged attack for Attacks of Opportunity. The tongue can only be used on one victim at a time. It does no damage but the victim is treated as if he is Entangled (-2 penalty to attack rolls, -4 penalty to DEX, and can't move. An Entangled character who attempts to cast a spell must make a Concentration check (DC: 15) or lose the spell. The victim can break free by using a full round action to make a STR check (DC: 20). Those who succeed at the STR check are free. The Tongue has the Ug'Dak's AC (Without Armor) and 1/2 the Ug'Dak's normal Hit Points.

Suggested Animal Features: The Ug'Dak has the jaw structure and tongue of a Giant Toad. 

 

 4 Point

LARGE (Ex) (Crocodile): The Khaz-N'ir is massive and is a giant amongst his peers reaching .

Suggested Animal Features: The Khaz-N'ir is exceptionally large. 


CLIMB (Ex) (Lizard): The Khaz-N'ir  gains the climb feat due to climbing claws. In a pinch, these claws can do 1d2/1d2 damage + STR. They are considered secondary attacks.

Suggested Animal Features: Three outsplayed fingers with one thumb. The fingers are  strong and clawed.

 

LIMITED REGENERATION (Ex) (Gecko): The Khaz-N'ir gains the ability to slowly regrow lost limbs. This takes 20 days minus the Khaz-N'ir 's Con Score. The Khaz-N'ir cannot reattach limbs and is still vulnerable to normal types of damage. The Khaz-N'ir is still killed if beheaded.


TOXIC BITE (Ex) (Komodo Dragon): The Reptilian has a Diseased Bite: 


Red acheInjury151d3 days1d6 Str

This is an injury-based poison secreted by the Reptilian's bite They are immune to this disease, even if the Khaz-N'ir possesses the disease himself. Normally, this is used with the Teeth (2 PT) Adaption but a successful bite against any creature without Natural Armor or a DR should do enough harm to break the skin (as a 0-1 Damage Attack) and cause the infection.
Suggested Animal Features: The Reptilian has dripping saliva and drools.