Lizardfolk

Lizardfolk are normally a backwater race, rejecting modern weapons and civilized lands in favor of dank swamps. While they are highly protective of their lands, mostly due to a slow rate of reproduction, they have been forced out of their lands by other, more powerful mosntrous races. Today some tribes function as nomadic troupes while others have settled into smaller towns and cities, usually on the coastline.

Lizardfolk adventurers are a rarity due to their strong family ties. Those who do take up that path often do so due to being expelled from the clan, or the loss of the clan through other means. While few opt to leave their people, it is an increasingly common phenomenon as young lizardfolk are tempted by a wider world.

Lizardfolk are highly sociable among their own kind, but very slow to trust outsiders. They do have a certain respect for dwarves for their hardiness, and can get along well with gnomes due to not seeing them as a real threat. They are not evil by nature, though they are often somewhat barbaric.

Racial Traits
 * Ability Scores: Lizardfolk are stury and simple +2 constitution, -2 intelligence.
 * Type: Lizardfolk are humanoids with the reptilian subtype
 * Size: Lizardfolk are medium sized creatures and gain no benefits or penalties
 * Base Speed:  Lizarfolk have a base speed of 30
 * Languages: Lizardfolk start out knowing common and draconic
 * Well-Balanced: Lizardfolk recieve a +4 racial bonus on acrobatics checks
 * Natural Weapons: Lizardfolk possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.
 * Hold breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its constitution score before it risks drowning
 * Swimming: Lizardfolk have a swim speed of 15 feed. A lizardfolk has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. A lizardfolk can always choose to take 10 on a swim check, even if distracted or endangered. A lizardfolk can use the run action while swimming, provided he swims in a straight line.