Lizard King

Uncommon Class

Prime Attribute: Constitution

Hit Dice: 1d6+1 HP per level through Level 9. +2 HP each level thereafter.

Armor: Shields only.

Weapons: Any.

Class Features

Amphibious: Lizard Kings do not have gills, but can hold their breath and slow their metabolism sufficiently to remain underwater for up to an hour. Immersion triggers the dive reflex, so a Lizard King can only hold its breath for about 10 minutes when not underwater. Lizard Kings are excellent swimmers, +3 to all Skill tests involving swimming. Their swim speed is the same as their land speed.

Ancestral Knowledge: Lizard Kings can call upon the collective memory of their race and of the natural world of Zarth, giving them +3 to any test involving recalling ancient times.

Ancestral Visions (Level 5): The Lizard King’s connection to their racial memory improves to allow them to actually envision an area as it once appeared in the past. Since the Lizard Kings have been nearly extinct for the past 4,000 years, so they can only use this ability to see times before the coming of humans.

Natural Weapons & Armor: The effectiveness of the Lizard King’s claws and fangs increases with level, as does the protection offered by its leathery hide.

Oracles of Earth & Sky (Level 9): The Lizard King has grown into a living, breathing incarnation of the natural forces of Zarth. They can communicate with animals and plants, summoning them as allies wherever they are. They can raise great fortresses of living rock from which they rule as their ancient ancestors did.

Regeneration: A Lizard King does not age and can recover from nearly any injury given time. They can regenerate lost limbs and regain 1d4 points of Constitution per day of rest.

Tail Attack (Level 5): The Lizard King may forfeit all other attacks to make a single tail attack.

Weapon

Category

Range

Damage / Damage Type

Weight (lbs)

Base Cost

Special

Lizard King Tail Smash

Club

Melee

Varies by level. B.

Sweep

Secret Arts

            None

Lizard King Advancement

Level

XP

HD

AC

Natural Weapons Damage

1

0

1d6+1

7

1d4

2

2,000

2d6+2

6

1d6

3

4,000

3d6+3

5

1d6

4

8,000

4d6+4

4

1d8

5

16,000

5d6+5

3

1d8

6

32,000

6d6+6

2

1d10

7

64,000

7d6+7

1

1d10

8

128,000

8d6+8

0

1d12

9

256,000

9d6+9

0

1d12

10

350,000

9d6+11

0

2d6

11

450,000

9d6+13

0

2d6

12

550,000

9d6+15

-1

2d6

13

650,000

9d6+17

-1

2d6

14

750,000

9d6+19

-1

2d6

15

850,000

9d6+21

-2

2d8

16

950,000

9d6+23

-2

2d8

17

1,050,000

9d6+25

-2

2d8

18

1,150,000

9d6+27

-3

2d8

19

1,250,000

9d6+29

-3

2d8

20

1,350,000

9d6+31

-3

2d8

21+

+100,000

+2

-3

2d8

 

Lizard King

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