Lizardfolk are tall and powerfully muscled reptilian humanoids. They dwell in swamps and are fiercely territorial to those from outside their primitively constructed villages. They were cast out of the realm of Sli’hash for the sin of blasphemy, choosing to worship the stars. The lizardfolk don’t recognize their banishment as a punishment, feeling instead that they were granted their freedom to follow their own path. Under the guidance of the Speaker for the Stars, they are perfectly content to explore this new world.
Lizardfolk operate on a gift economy. What you can ask for depends on how good a member of the tribe you are.
Apothecary - Antea runs a perfumery from her grass hut, potions are available on request.
Smith - Dwardu has his forge in the only stone building in Hieren. He keeps small pieces in stock, anything larger is available by request and will take time to finish.
Tanner - Porfilju keeps his racks outside town due to the smell, but has a stall with a small selection to showcase his work. Clothing is available on commission.
Grocer - Spiru sells mostly vegetables and spices from his canopy full of woven baskets, as the lizardfolk generally acquire their own meat.
Magic Shop - Kjara sells wands, staves, and wondrous items from her wood shingle house built around a tree trunk, accessible only by the staircase spiraling up into the center of the house.
Public House - Lela keeps a cauldron of bug stew on the fire in this pavilion. Bowls can be rented for a small fee, granting unlimited refills for two hours. Hammocks are available for rent in the loft, blanket not included.
Orrery - Speaker for the Stars can be found in this building-sized mechanical model of the stars. She accepts inquiries at night.
Female Lizardfolk Oracle 20
CG Medium Humanoid (reptilian)
Init +3; Senses Low-Light Vision, Darkvision 60, Blindsight 15 in Dim Light or Darkness, Perception +23
DEFENSE
AC 41, touch 31, flat-footed 38
HP 135
Fort +15, Ref +16, Will +22; -4 vs fire or light spells
Spell Resistance 19
Weaknesses Light Sensitivity, take 1d8 nonlethal damage every hour in sunlight
Immune Fear
OFFENSE
Speed 30 Swim 30
Melee Merciful Dancing Lantern Staff +20/+15/+10 (2d6+nonlethal/x2)
Or
Melee Bite/Claw/Claw+15/+10/+5 (1d3/1d4/1d4/x2)
Spell-Like Abilities (CL 20 Concentration 27)
1/day - Commune
Oracle Spells Known (CL 20 Concentration 27)
9th 6/day DC 26 - Greater Create Demiplane, Mass Heal, Overwhelming Presence, Meteor Swarm
8th 6/day DC 25 - Mass Cure Critical Wounds, Divine Vessel, True Prognostication, Sunburst
7th 6/day DC 24 - Mass Cure Serious Wounds, Hymn of Peace, Resurrection, Prismatic Spray
6th 6/day DC 23 - Mass Cure Moderate Wounds, Find the Path, Geas/Quest, Chain Lightning
5th 6/day DC 22 - Mass Cure Light Wounds, Raise Dead, Serenity, True Seeing, Overland Flight
4th 7/day DC 21 - Control Water, Cure Critical Wounds, Divination, Glimpse of Truth, Rainbow Pattern
3rd 7/day DC 20 - Blood Biography, Cure Serious Wounds, Detect Anxieties, Detect Desires, Daylight
2nd 7/day DC 19 - Ancestral Communion, Calm Emotions, Cure Moderate Wounds, Remove Paralysis, Zone of Truth, Hypnotic Pattern
1st 7/day DC 18 - Bless Water, Cure Light Wounds, Enhance Water, Read Weather, Divine Favor, Color Spray
0th at will DC 17 - Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Light, Purify Food and Drink, Read Magic, Stabilize, Virtue
Mystery Heavens
Special Attacks
Guiding Star: 1/night while outdoors cast a spell with Empower Spell, Extend Spell, Silent Spell, or Still Spell for free.
Interstellar Void: 2/day, standard action, 1 target in 30ft takes 20d6 of cold damage and Fatigue, Exhausted and Stunned, Fort DC 27.
Moonlight Bridge: 7/day, 10ft wide, up to 200ft long, extends in any direction, persists until oracle crosses or for 24 hours, whichever is less.
STATISTICS
Str 10, Dex 16, Con 14, Int 20, Wis 16, Cha 24
Base Atk +15; CMB +15; CMD 28
Skills Craft (bonecarving) +13, Diplomacy +30, heal +26, Knowledge (religion) +28, Perception +23, Profession (oracle) +26, Sense Motive +11, Spellcraft +13, Swim +13
Languages Lizardfolk
SQ
Guiding Star: can determine exact location when under the stars, +7 to wisdom checks, 1/night while outdoors cast a spell with Empower Spell, Extend Spell, Silent Spell, or Still Spell for free.
Lure of the Heavens: leave no tracks, hover 6in above the ground, including liquids, fly 20 minutes/day.
Final Revelation: +7 to all saves, automatically stabilize if below 0HP, immune to Fear, automatically confirm crits, reborn if killed 3 days later and grow to maturity over 7 days.
Oracle's Curse: -4 to save vs fire or light spells, light sensitivity, take 1d8 nonlethal every hour in sunlight, Low-Light Vision, Darkvision 60, Blindsight 15ft in dim light or darkness.
Gear Merciful Dancing Lantern Staff, Four-Mirror Armor +5, Headband of Mental Superiority +6, Amulet of Natural Armor +5
Lizardfolk Hunter 5
CG Medium Humanoid (reptilian)
Init +2; Senses Perception +9
DEFENSE
AC 18, touch 13, flat-footed 16
HP 41
Fort +8, Ref +6, Will +2; +1 to saves while adjacent to Animal Companion, +3 vs poison
OFFENSE
Speed 30, swim 30
Melee Huntsman Spear +9 (1d8+1+5+1d6 to animal tracked in the past day/x3)
Or
Melee Claw/Claw/Bite +8 (1d4/1d4/1d3/x2)
Ranged Huntsman Shortbow +6 (1d6+1+2+1d6 to animal tracked in the past day/x3)
Ranger Spells Prepared (CL 5; Concentration +6)
2nd 2/day DC 11 - Alpha Instinct, Forest Friend, Sense Fear
1st 5/day DC 10 - Ant Haul, Cure Light Wounds, Nature's Paths, Charm Animal
0th at will DC 9 - Chameleon Scales, Know Direction, Mending, Purify Food and Drink, Light, Detect Magic
STATISTICS
Str 20, Dex 14, Con 18, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +8; CMD 20
Skills Climb +9, Craft(bonecarving) +4, Handle Animal +7(+4 to Animal Companion), heal +5, Intimidate +3, Perception +9, Profession(hunter) +9, Spellcraft +4, Stealth +10, Survival +9(to track a creature damaged today +1, +2 to follow tracks), Swim +16
Languages Lizardfolk
SQ
Animal Companion: Dire Boar.
Link: +4 to Wild Empathy and Handle Animal with Animal Companion.
Share Spells: cast spells with target of "you" on Animal Companion.
Animal Focus: Bat: Darkvision 60, 5 minutes/day.
Nature Training.
Wild Empathy: +4 to improve animal attitude.
Precise Companion: Outflank.
Hunter Tactics: share Teamwork Feats with Animal Companion.
Improved Empathic Link: see through Animal Companion's eyes as swift action.
Woodland Stride: Hunter and Animal Companion may move through undergrowth at normal speed and without damage.
Gear Huntsman Shortbow, Huntsman Spear, Poison-Resistant Hide Armor, lizardfolk jewelry (300), perfume kit, holy symbol tattoo, if outside town bag of holding I, waterproof bag, blanket, hammock, soap, heatstone, hunter's stand, hemp rope, beast whistle x6, everburning torch, mead, bufo, meat x10, beast lure, beast scent, wild musk, vision toad, tiny cage, tusk blades, dire boar, canteen, cooking kit, fishing kit, mess kit, masterwork survival kit, trapper's kit, dandy brush, ball
Dire Boar
N Large Animal
Init +4; Senses Darkvision low-light vision, scent, Perception +12
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
HP 42 (5d8+20)
Fort +11, Ref +8, Will +3
Defensive Abilities ferocity
OFFENSE
Speed 40 ft.
Melee gore +12 melee (2d6+10/19-20x2)
STATISTICS
Str 24, Dex 11, Con 17, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +10; CMD 20
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +15
Tricks: Attack, Heel, Fetch, Flank, Track, Sneak
Evasion: no damage on successful Ref save