Saurians stand about 9 feet tall and usually weigh between 400 and 650 pounds. Saurians hail from a few scattered tribes in the Infernal Wastelands, far to the north in the Northern Wastelands, and in the wastelands of Quartar & Mertherin, bordering the Sand Sea. Saurians are generally tall and thin. Saurians are Humanoid (reptilian) but are surprisingly endotherms, like their distant relatives, birds, dinosaurs, and dragons. The most common saurians have dark dull green or grey skin. They have large gold, green, or black eyes. Suarians only have three fingers and three toes. They have relatively flattened faces like smoothed, scaled apes.
Saurians are reptilian and have not hair but their head do produce numerous long thin feathers which are surprisingly similar to the hair of mammalian humanoids, often in deep green or brown colors. Most males and many females will pluck these feathers, in the warmer climates, and where they are in constant territorial fights. Saurians most often wear simple and practical clothes. Shows of wealth are a luxury, one not afforded to a people in these harsh lands. Sauarians only dress themselves in bright colors and expensive adornments when courting. Suarians place more value in scents than most other humanoids; as their skins are not soft, perfumes are their silks. Saurians reach adulthood in their over their teenage years finally fully mature in their mid twenties and generally live almost a century.
Saurians speak Saurian and Common. Although their mouths are not designed for mammalian words and thus their words sound much like a loud hissing whisper. Most of the words in their tongue are formed in the throat and meter and pitch are both very important.
Saurian are an ancient race. As a rule they are not overjoyed by the mammalian races that have begun to overrun the world. They often speak of mammals as mice, which coincidentally are a delicacy among their people; although there is no evidence of them considering humanoids a viable food source.
Saurians prefer to fight aggressively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of orc but place more emphasis on cover and concealment and less on shock and fear.
• +4 Strength, +2 Constitution, –2 Dexterity, –2 Intelligence, –2 Charisma. However a Suarian, no matter what the roll can not have an Intelligence score lower than two.
• Large: As a Large creature, a Saurian suffers a –1 size penalty to Armor Class, a –1 size penalty on attack rolls, and a –4 size penalty on Hide checks, but he uses bigger weapons than humans use, and his lifting and carrying limits are double of those of a Medium character.
• Saurian base land speed is 40 feet.
• +2 racial bonus on Spot and Listen checks.
• Bite Attack: Saurians have a bite attack which deals 1d4 points of damage
• They are immune to non magical disease.
• +2 racial bonus on saving throws against magical disease.
• Scent: suarians have the scent ability. They gain a +2 on survival checks made while using scent.
• +2 natural armor bonus due to their thick scaly hide.
• +2 racial bonus on Hiding and Move Silently checks.
• Weapon Familiarity: Saurians may treat saurian twinblade and saurian clavarones as martial weapons, rather than exotic weapons.
• Martial Weapon Proficiency: Saurians treat falchions, great axes, great swords, javelins, lances, long bow, ranseurs, scythes, short bow, spears, and tridents as exotic weapons, but they treat two-bladed swords, dire flail, hand crossbows, bolas, gnome hook hammers, dwarven urgrosh, and orc double axes as two-handed martial weapons.
• Cold Natured: Saurians may be endotherms but they still become cold easily. They treat ambient temperatures as if they were 20 degrees lower than they actually are. This means that they suffer the effects of cold weather 20 degrees sooner but the affects heat are delayed by 20 points.
• Vulnerability to Cold: When saurians suffer cold energy damage they suffer half again as much damage.
• Growing Large: Saurians are large creatures, which means they are a little meatier and as such they are not full grown until they have at least 6 hd. Until a Saurian has six HD they have the following racial features.
– +2 Strength, –2 Charisma.
– Medium: As a medium creature, a Saurian suffers no penalties but gains no bonuses for their size.
– Saurian base land speed is 30 feet.
– Bite Attack: the Saurian’s bite attack deals 1d3 points of damage.
– +1 racial bonus on Spot and Listen checks.
– They are immune to non magical disease.
– Scent: suarians have the scent ability.
– +1 natural armor bonus due to their thick scaly hide.
– +1 racial bonus on Hiding and Move Silently checks.
– Martial Weapon Proficiency: Saurians treat scythes and ranseurs as exotic weapons, but they treat two-bladed swords and orc double axes as two-handed martial weapons.
– Cold Natured: Saurians may be endotherms but they still don’t like the cold. They treat ambient temperatures as if they were 20 degrees lower than they actually are. This means that they suffer the effects of cold weather 20 degrees sooner but the affects heat are delayed by 20 points.
– Vulnerability to Cold: When saurians suffer cold energy damage they suffer half again as much damage.
• Automatic Languages: Common and Saurian. Bonus Languages: Draconic, Saurian, Elven, Gnome, Goblin, Halfling, and Orc.
• Favored Class: Brigand. A multiclass Saurian’s brigand class does not count when determining whether she takes an experience point penalty for multiclassing.
SUBRACES
The above information describes the grey plains saurians, the most common variety encountered in the three holy empires. There are six other major sub races of saurians, who share enough saurian characteristics to be included here. Grey plains saurians were found mostly in the Infernal wastelands until they were driven out by the demons, saurians of the Sand Sea are known as the yellow sands saurians, The Saurians of the great Albion forest are called green timberlands, and so on and so forth, the color is as much a description of the peoples as the either environment and that a clue into the thought processes of the Saurian mind, few words their language are ever spoke with something to describe it and its relation to something else.
Black Wastelands Saurian are gaunt denizens of Thanamortia that have adapted to the accursed land. They have become very resistant to life draining affects of its other inhabitants. They are tall, even by saurian standards. Their scales are range from a dark purple to pure black, and their feathers rarely differ, though by custom they normally trim them away. Their eyes seem to glow then the light hits them thought this is rare in the land of eternal night. But when it does their eyes are revealed to be red or gold. Wasteland Saurians are known for being as grim and stern as they appear. Black Saurians prefer clothing dyed in cool colors and jewelry made of silver.
Black Wastelands Saurian Traits (Ex): These traits are in addition to the grey plains saurian traits, unless otherwise .
— +2 Strength, +2 Constitution, +2 Wisdom, +2 Charisma, –2 Dexterity, – 2 Intelligence; these bonuses and penalties replace those of the grey plains saurian
— Wastland Saurians do not have the scent ability
— Black Saurians have no bite attack
— Wasteland Saurians have no vulnerability to cold
— Black Saurian have Dark vision 120 ft
— Wasteland Saurians do not gain a bonus to spot and listen checks
— Death Proof: Black Saurians are immune to death affects and gain a +4 to saves made against spells from the school of necromancy. They always take minmum damage from the special draining attacks (such as level drain and ability drain) of creatures like the undead, and creatures that normally gain temporary hp form such special attacks only gain 1 temporary hp.
— Favored Class: Paladin and Champion. This trait replaces the grey plains saurian’s favored class.
Lethe and streamlined, blue sea saurians look much like snakes with arms. They have silver blue to rich sapphire colored scales though no feathers. Blue saurians usually have black eyes
Blue Seas Saurian Traits (Ex): These traits are in addition to the grey plains saurian traits.
— Sea Saurians do not have the scent ability
— Swim speed: 70 ft
— +4 on listen checks
— Blue Saurians have a poisonous bite the primary damage is sleep, and the secondary damage is paralysis, they are immune to this poison
— Sea Saurians’ bite attack deals 1d4 points of damage at while they are medium and 1d6 when they become large, this replaces the normal bite attack of grey saurians.
— Water Breathing: sea saurians can breath both air and water.
— Base speed 20 ft this replaces the grey plains saurian’s base speed
— +10 to swim checks, blue sea saurians may take 10 on swim checks even when stressed.
— Sea saurians treat tridents as simple weapons
Taller and grander in physical appearance than others of their race, green timberlands saurians have a reputation for being aloof and arrogant. Their scales may be light grassy green, rich oak leaf green or even a muddy brownish green. They have either dark brownish earthy or verdant feathers, and either amber eyes or violet eyes. They prefer clothing of white, silver, red, or gold, with cloaks of deep brown or purple.
Green timberlands Saurian Traits (Ex): These traits are in addition to the grey plains saurian traits.
— +2 Dexterity, –2 Strength.
— +2 survival checks made when using the scent ability
— Arboreal: Timberland saurians can climb trees at their base speed so long as the limbs of the two trees are within 5ft of each other timberland saurian may move at their base move speed.
— Favored Class: Ranger. This trait replaces the grey plains saurian’s favored class.
Red Canyon Saurians are known and feared for their short tempers, slightly larger than most saurians they are not shy about throwing their weight around. Canyon Saurians prefer to settle disputes in terms of honor, and more specifically honorably combat; though what they define as honorable is not necessarily what other races would agree upon. Their scales vary from glistening blood red to ruddy orange. Canyon Saurians are found natives of the Eastern empire [Maol’eoin] and are ardent defenders of the faith. They have no feathers but have small bone protrusions over the eyes, crowning the head, or down the spine. Their eyes are yellow, blue, or black. They prefer clothing of black, silver, red, or gold, with cloaks of deep purple, red, or black. Red Canyon are quick to join the military and the few gifted enough gladly join the Red Guard.
Red Canyons Saurian Traits (Ex): These traits are in addition to the grey plains saurian traits.
— +2 Strength, +2 Dexterity, +2 Constitution, –2 Charisma, – 2 wisdom.
— +1 natural armor
— Canyon Saurians do not have the scent ability
— Canyon Saurians’ bite attack deals 1d6 points of damage at while they are medium and 1d8 when they become large, this replaces the normal bite attack of grey saurians.
— +2 on climb checks
— Climb: Canyon saurians can climb at their base speed and may take 10 on climb checks even when stressed.
— Favored Class: Fighter. This trait replaces the grey plains saurian’s favored class.
Much smaller than most saurains and cover from head to toe in feathers it is not surprising that many mistake them for some kind of bird people. They can not fly instead their numerous feathers keep them warm in the cold mountain tops of the northern wastelands. They are a pagan people worshipping a host of deities, dark and mysterious called the Forgotten. They have snow white feathers and icy blue eyes.
White Mountian Saurian Traits (Ex): These traits are in addition to the grey plains saurian traits.
— +2 wisdom, +2 Charisma. –2 intelligence. –2 dexterity; these ability adjustments replace those of the grey plains saurian
— Medium size White Mountain Saurians gain no bonuses nor any penalties as they are not large as their grey plain cousins are, thus does this replace the bonuses and penalties of the size of grey plains saurians.
— Immunity to cold, this replaces their vulnerabitliy to cold, cold natured, +2 to saves against magical disease, and immunity to disease.
— +4 racial bonus on Hiding and Move Silently checks made in the snow
— Favored Class: Cleric. This trait replaces the grey plains saurian’s favored class.
Smaller and homelier in physical appearance than others of their race, yellow sands saurians have a reputation for being shy and distant (even by saurian standards). They live in small nomadic societies. They have either have scales which range in color from dull beige to metallic gold to warm yellow sun, their feathers. Yellow sands saurians are known for their courage; a staple of their diet are adamantine dragon eggs.
Yellow sands saurian Traits (Ex): These traits are in addition to the grey plains saurian traits, except where noted..
— +2 wisdom, –2 Strength.
— Medium: As a medium creature the yellow sands Saurian. This trait replaces the grey plains saurian’s size and they do not have the racial feature growing large.
— Extremely Cold Natured: Saurians may be endotherms but they still don’t like the cold. They treat ambient temperatures as if they were 50 degrees lower than they actually are. This means that they suffer the effects of cold weather 50 degrees sooner but the affects heat are delayed by 50 points. This replaces
— Favored Class: Monk. This trait replaces the grey plains saurian’s favored class.
|
Exotic Weapons |
Cost |
Dmg (S) |
Dmg (M) |
Dmg (L) |
Critical |
Range Increment |
Weight1 |
Type2 |
Two-Handed Melee Weapons |
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|
Twinblade, Saurian5 |
200 gp |
1d6/1d6 |
2d4/2d4 |
1d10/1d10 |
18–20/x2 |
— |
18 lb. |
Slashing |
|
Clavaron, saurian5 |
150 gp |
1d4/1d6 |
1d6/1d8 |
1d8/1d10 |
19–20/x2| x3 |
— |
10 lb. |
Slashing or piercing and bludgeoning |
|
5 Double weapon. |
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|
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much. |
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|
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.” |
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Twinblade, Saurian: A saurian twinblade is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a saurian twinblade in one hand can’t use it—only one end of the weapon can be used in any given round without two weapon fighting and even then both hands are needed. Saurian twinblade are heavy and innately unwieldy weapons. Unlike most double weapons the twinblades are treated as two one handed melee weapons rather than two light melee weapons.
A saurian twinblade is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a saurian twinblade two-handed as a martial weapon but suffers a -2 penalty on attack rolls, or a Large creature can use it one-handed in the same way. A saurian treats a saurian twinblade as a martial weapon even when using it in one hand.
Clavaron, Saurian: A saurian clavaron is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The clavaron’s sword blade is a slashing weapon that deals 1d6 points of damage. Its morningstar head is a piercing and bludgeoning weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a saurian clavaron in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
A clavaron grants a +2 on checks made on trip attempts when using the morningstar head. Also, when using the sword end to attack a creature who is prone, you gain a +1 on attack rolls. Lastly, if you have proficiency with the weapon, when using the sword head to make coupe de grace you deal 3 times normal damage in stead of 2 times and you need only make the coupe de grace as a standard action.
Saurians treat saurian clavarones as martial weapons.
A saurian clavaron is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a saurian clavaron two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a saurian clavaron as a martial weapon even when using it in one hand.
EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe) (plus Str 17 for saurian twinblade or saurian clavaron).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13. Proficiency with the Saurian twinblade or the saurian clavaron has an additional prerequisite of Str 17.
A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.