These reptilian humanoids appear less bestial than lizardmen, but still clearly not human. They have an urban society that values artifice and ambition, with a significant bureaucratic bent. They were cast out of the realm of Lemla for the sin of betrayal, attempting to eat their god. The Reptoids don’t perceive their exile as a punishment but rather as a natural consequence of their failure to consume their god. They don’t feel any remorse over it, only considering that they underplanned. Chancellor Djoser headed the reconstruction effort and leads the city.
This currency takes the form of a small, flat gear. Denomination is determined by the number of teeth.
3 120-tooth reptoid gears = 1 standard gold
5 12-tooth = 1 60-tooth
2 60-tooth = 1 120-tooth
Apothecary - Thutmose maintains a distillery in a concrete and steel building. Potions may be bought from the clerk at the front desk. Ingredients, poisons, and drugs require a membership token be displayed, which will get the customer escorted to Mr. Thutmose, who will sell those items but only in lots of 30.
Smith - Menes runs a machine shop from a corrugated steel warehouse. He sells items from the front office, begrudgingly in the case of unfamiliar people or small orders.
Tailor - Sneferu sells bulk-made jumpsuits and bespoke suits and nothing else. His polished concrete store has two entrances, one where jumpsuits in approximately workable sizes can be bought from a clerk, and one where he warmly greets customers and takes measurements.
Grocer - Nedjmet runs a preserved food store from a glass and steel enclosed plaza. Cheese, dried meats, crackers, and pickled vegetables are available in abundance. She busies herself by maintaining a presentable inventory, sales are handled by clerks.
Magic Shop - Imhotep keeps shop in an alley, at least it looks that way from the outside. Stepping inside reveals it to be a hall of polished marble inlaid with arcane patterns. He sells staves, rods, scrolls, wands, and wondrous items, and can be commissioned for enchantments.
Public House - Meritites runs a pod hotel with an attached deli. She sells packaged sandwiches and foil canteens and rents out beds for medium size creatures that slide into slots in the wall with an exterior window looking over the sea, as well as paid access to timed hot showers.
Male Reptoid Scholar 20
LN Medium Humanoid (reptilian)
Init +4; Senses Low-Light Vision, Perception +27
DEFENSE
AC 28, touch 28, flat-Footed 24
HP 162
Fort +9, Ref +10, Will +16; +2 vs mind-affecting effects and poison
Defensive Abilities Spell Resistance 21
OFFENSE
Speed 30
Melee Vorpal Dagger +19/+14/+9 (1d4+3+2/19-20 behead)
Special Attacks
Natural Weapons: bite and two claws 1d3.
Scholar Studies: Advanced
Scholar Studies: Techniques (
STATISTICS
Str 16, Dex 18, Con 16, Int 24, Wis 18, Cha 24
Base Atk +15; CMB +18; CMD 32
Feats Weapon Focus, Weapon Specialization, Improved Critical
Skills Appraise +30, Craft (blacksmithing) +20, Diplomacy +30, Handle Animal +10, heal +17, Intimidate +27, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +10, Linguistics +12, Perception +27, Perform (Oratory) +30, Profession (Chancellor) +27, Sense Motive +27, Stealth +24, Use Magic Device +10
Languages Reptoid
SQ
Change Shape: at will become 1 specific medium humanoid for +10 on Disguise checks to appear as that race, can change form by spending 1 week preparing but cannot assume previous form.
Inspiration: 17 points refresh daily, spend 1 point to get +1d6 to any skill or ability check after the check is rolled, spend 2 to get +1d6 on attack rolls and saving throws.
Scholar's Notebook: review daily notes for 1 hour or lose 2 points of Inspiration.
Scholar Studies: basic (Economics: Always Prepared. Jurisprudence: Impeccable Reputation. Engineering: Jury-Rig. Linguistics: Cunning Linguist (DC 20 Linguistics check to gain temporary spoken competence in unknown language after 1 minute speaking with someone who knows it).
Medicine: Heal Conditions (spend 1 point of inspiration to use a Heal check to cure Fatigued, Shaken, Sickened DC 15; Dazed, Staggered DC 20; Exhausted, Frightened, Nauseated DC 25; Blinded, Deafened, Paralysed, Stunned DC 30). Smithing: Master Smith.).
Scholar Studies: Advanced (Economics: Black Market Connections (as Rogue Talent except use Appraise instead of Diplomacy), Economics: Smuggler (Sleight of Hand is a class skill, if using a concealed weapon and Sleight of Hand check beats opponent's Perception check do +10 damage not multiplied by crit. Economics: Stipend. Economics: Waistband of the Wealthy. Jurisprudence: Contracted Oath (1/day cast Geas/Quest on creatures that can understand you within 30ft who make an oath, vow, or contract, Will DC 18).
Jurisprudence: Discern Falsehood (inspiration for free on Sense Motive to oppose a Bluff check or to save vs deceptions like Illusions.
Jurisprudence: Expert Services.
Jurisprudence: Mutual Understanding.
Engineering: Eye for Detail (can disarm magic traps with Disable Device).
Linguistics: Body Language (spend 1 Inspiration to cast Cultural Adaptation or Psychic).
Medicine: Anatomical Studies.
Medicine: Bonesetting.
Medicine: Healer's Resistance.
Medicine: Poultices.
Smithing: Heart of the Forge.
Smithing: Soul of the Forge.
Engineering: Tinker's Touch (cast Mending at will).)
Gear Vorpal Dagger, Scholar's Outfit of Etherealness, Belt of Physical Perfection +6, Mantle of Spell Resistance, Truesight Glasses, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Telekinesis
Reptoid Gearhead 5
LN Medium Humanoid (reptilian)
Init +2; Senses Low-Light Vision, Perception +7
DEFENSE
AC 13, touch 13, flat-footed 11
HP 35
Fort +3, Ref +6, Will +3; +2 vs mind-affecting effects and poison
OFFENSE
Speed 30
Melee Adamantine Dagger +5 (1d4+2+1/19-20x2)
Ranged Reliable Revolver +4 (1d8+2/x4)
Special Attacks
Natural Weapons: bite and two claws 1d3.
Mental Potency: HD limit and HD total +1 for Enchantment and Illusion spells, +1 creature affected for spells that affect more than 1 creature.
Scientific Specialty: Physicist (Fundamentals: when a contraption or weapon crafted by this gearhead deals energy damage +4 to damage).
Gearhead Contraptions (CL 5; Concentration +9)
3rd (DC 17) 3/day - Heat Lightning
2nd (DC 16) 4/day - Accelerate, Decelerate
1st (DC 15) 5/day - Alacrity, Fade, Glide
0th (DC 14) at will - Beacon, Chemical Burn, Chill, Hydrate, Illuminate, Lift, Scald: ranged touch for 1d3 fire damage from hot water, Soak
STATISTICS
Str 14, Dex 14, Con 14, Int 18, Wis 8, Cha 12
Base Atk +2; CMB +4; CMD 16
Skills Appraise +12, Craft (blacksmithing) +14, Disable Device +12, Knowledge (engineering) +14(can identify magic items as Detect Magic), Perception +7, Profession (tinker) +7, Sleight of Hand +10, Use Magic Device +9
Languages Reptoid
SQ
Change Shape: at will become 1 specific medium humanoid for +10 on Disguise checks to appear as that race, can change form by spending 1 week preparing but cannot assume previous form.
Jury-Rig: gain Field Repair as bonus feat, make temporary repairs on the fly Craft DC = Disable Device DC for that machine's complexity, object is fixed for up to 5 minutes, if fixed object takes damage it is broken again.
Salvage: salvage devices and other items for scrap to pay materials cost for crafting, spend 1 hour for every 1000 gold of the item's market value minimum 1 hour, yields scrap worth 1/3 item's value or 1/5 if item was broken.
Swift Engineering: time for craft, repair, salvage, and Disable Device is reduced by half.
Innovations: Miniaturized Contraptions.
Gear Reliable Revolver, Adamantine Dagger, Scholar's Outfit, if outside town masterwork backpack, canteen, blanket, hammock, soap, small tent, compass, masterwork survival kit, journal, traveling schematics book, ink, pen, grooming kit, masterwork artisan's tools, ioun torch, trail rations x8, 3621 120-Tooth Gears, 1 60-Tooth Gear, 3 12-Tooth Gears