Lore of Nauth
Scale-folk refers to a wide range of related bipedal races descended originally from dragons. As with dragons, scale-folk races are varied and widespread. Nearly all share a common thread of primalism and practicality due to an abundance of caution after the events of the Schism.
Scale-folk come in a wide variety of species. The smallest breeds stand half the height of an adult human while other varieties stand above seven feet. All scale-folk are covered in namesake scales, though their forms change with their environment.
Most scale-folk societies are tribal, xenophobic, and territorial. Shaman or witch doctors often lead scale-folk settlements. To survive, most groups forage, farm, or hunt.
Scale-folk (10 RP)
Standard Racial Traits
- +2 Constitution, +2 Wisdom, -2 Intelligence: Scale-folk are universally hardy and practical but lack formal education. (0 RP)
- Type: Humanoid (Reptilian) (0 RP)
- Size: Medium. Scale-folk are typically Medium creatures and have no bonuses or penalties due to their size. (0 RP)
- Climb: Scale-folk that live in forests or mountains often develop sticky pads that aid in climbing trees or mountainsides. They gain a climb speed of 20 feet and gain the +8 racial bonus on Climb checks that a climb speed normally grants. (2 RP)
- Darkvision: Scale-folk have the darkvision 60 feet racial trait. (2 RP)
- Natural Armor: Scale-folk's namesake scales give them a +2 natural armor bonus to their armor class. (3 RP)
- Bite: Scale-folk have a primary natural attack with their bite. This attack deals 1d3 damage. (1 RP)
- Claws: Scale-folk have two primary natural attacks with their claws. These attacks each deal 1d4 damage. (2 RP)
- Languages: All scale-folk begin play speaking draco-common as well as their specific racial language. (0 RP)
Alternate Racial Traits
- Swim: Scale-folk that dwell in or near water often have strong tails or webbed feet that help them swim. They gain a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. This racial trait replaces Climb. (2 RP)
- Amphibian: Some scale-folk live as comfortably on land as in water. Members of this race are amphibious and can breathe both air and water, but their claws have been replaced with more fin- or flipper-like appendages. Scale-folk with this trait must also have the Swim racial trait and this racial trait replaces Claws. (2 RP)
- Endurance: Some scale-folk must rely on heightened control of their bodies to survive their harsh environments. They gain Endurance as a bonus feat. This racial trait replaces Climb.
- Darkvision: Some scale-folk discard the ability to perceive heat signature if their environs don't permit such senses. They instead have darkvision to 60 feet. This racial trait replaces Infravision.
On the Plane of Fire, the vicious Salamanders make up a large portion of the population outside the civilized areas. A close relative is the Salamanderkin, a type of scale-folk that eschews the serpentine body and ruthless anger of its kin. They thrive on the surface of the Plane, comfortable to follow their tribal customs in the sweltering heat.
Salamanderkin (11 RP)
- +2 Constitution, +2 Wisdom, -2 Intelligence: Salamanderkin are universally hardy and practical but lack formal education. (0 RP)
- Type: Outsider (Native, Fire) (3 RP)
- Size: Medium. Salamanderkin are typically Medium creatures and have no bonuses or penalties due to their size. (0 RP)
- Darkvision: Salamanderkin have the darkvision 60 feet racial trait. (0 RP)
- Natural Armor: Salamanderkin's namesake scales give them a +2 natural armor bonus to their armor class. (3 RP)
- Bite: Salamanderkin have a primary natural attack with their bite. This attack deals 1d3 damage. (1 RP)
- Claws: Salamanderkin have two primary natural attacks with their claws. These attacks each deal 1d4 damage. (2 RP)
- Elemental Immunity: Salamanderkin are immune to fire. (4 RP)
- Elemental Vulnerability: Salamanderkin are vulnerable to cold. (-2 RP)
- Languages: All salamanderkin begin play speaking draco-common as well as Ignan. (0 RP)
The worst fate for a scale-folk is to become a troglodyte. Troglodytes are a cursed form of scale-folk, half-undead in their essence. Their unlife gives them a betraying nauseous reek and their partially exposed flesh and bones denotes them further from their kin. Troglodytes are shunned from scale-folk society, often killed or exiled the moment they exhibit signs of turning. Many troglodytes are cannibalistic, choosing to eat other scale-folk for both revenge and sustenance.
The origin of the troglodyte curse is unknown, but high-ranking shamans often cite punishment of the Gods and stress conformity to the traditions of their tribe to combat the curse.
Troglodytes (19 RP)
- +2 Strength, +2 Wisdom, -2 Dexterity, -2 Intelligence: The taint of the undead loses Troglodytes their inherent scale-folk hardiness and slows them down, but they retain their practicality and gain newfound unholy might. (0 RP)
- Type: Half-Undead (Reptilian) (5 RP)
- Medium: Troglodytes are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
- Natural Armor: Troglodytes’ scales give them a +2 natural armor bonus to their Armor Class. (3 RP)
- Darkvision: Troglodytes have the darkvision 60 feet racial trait. (0 RP)
- Resistant: Troglodytes gain a +2 racial bonus on saving throws against disease and mind-affecting effects. (0 RP)
- Resist Level Drain: Troglodytes take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws. (0 RP)
- Negative Energy Affinity: Troglodytes are harmed by positive energy and healed by negative energy. (0 RP)
- Tooth and Nail: Troglodytes have two primary natural attacks with their claws, and one primary natural attack with their bite. These attacks each deal 1d4 damage. (3 RP)
- Stench Aura: Troglodytes have rotting flesh that repulses those that do not possess a stench aura of their own. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) or be sickened. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. (8 RP)
- Languages: All troglodytes begin play speaking draco-common as well as their specific racial language. Troglodytes with high Intelligence scores may also choose Necril as a bonus language. (0 RP)