The completed Saurian (joined) subtypes are below:
- Subtype: Choose one (4 RP)
- Finheads stand slightly shorter than a typical human and have a roughly human shape and proportions. It’s tail measures slightly more than half its body length, and a pronounced fin crowns its head.
- +2 to any two ability scores. Finheads have good reflexes and exceptional insight.
- Size: Finheads are Medium size. They usually stand around 5 feet tall and weigh from 90 to 110 pounds.
- Claws: Finheads receive two claw attacks, which deals 1d4 damage on a hit. This is a secondary attack, that receives 1/2 the Strength modifier to damage.
- Curiosity: Finheads are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information; Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
- Bladebacks have a line of sharp scales that run down its spine from its head to the tip of its tail, which is about as long as its body.
- +2 Strength, +2 Charisma, -2 Dexterity. Bladebacks are naturally strong and outgoing.
- Medium: Bladebacks stand almost 7 feet tall and can weigh well over 200 pounds.
- Large Bodied: Bladebacks count as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
- Tail: Bladebacks are proficient with an unarmed attack with their tail, which deals 1d4 piercing damage on a hit.
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- Gregarious: When Bladebacks successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.
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- Flyers are about the size of a halfling and are of similar proportions. They have a short tail and a flap of scaly skin beneath each of its arms. These wings are like a bat, running from their arm to their ankle.
- +4 Dexterity, -2 Constitution, -2 Charisma. Flyers are nimble and personable, but lack muscles for strength. They soar through the sky with exceptional dexterity and grace, but on the ground, they are clumsy and weak.
- Small: Fliers are usually about 3 feet tall, with a wingspan of double the size, because of their size they gain a +2 modifier on Fly.
- Movement: A Flyers base walking speed is 20 feet.
- Fly: Flyers have a flying speed of 40 feet, with good maneuverability (+4 modifier). To use this speed, they can’t be wearing medium or heavy armor. Neither weapons nor items can be used while flying.
- Flyaway: Flyers are able to use the disengage action as a bonus action, avoiding an enemy’s opportunity attack so long as they use their Fly speed to move away.
- Hornheads are a little taller than a human and have a tail longer than its body. Sharp horns protrude from its head, and a bony plate protects its neck. They are inquisitive, inventive, and quick of mind.
- +2 Strength, +2 Intelligence, -2 Dexterity. Hornheads are the largest and the smartest of the saurian, but they are bulky and clumsy.
- Medium: Hornheads can stand up to 8 feet tall and weigh nearly 300 pounds.
- Large Bodied. Hornheadscount as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.
- Horns: Hornheads have a gore natural attack, which deals 1d4 damage + Strength modifier.
- Choose:
- Saurian Lore: Hornheads value hard work and common sense. Hornheads with this racial trait gain a +2 bonus on any one Craft, Profession or Knowledge.
- Cantrip: Hornheads know one cantrip of their choice from the wizard spell list. Intelligence is their spellcasting trait for it. The chosen cantrip cannot attack a creature or deal damage. This spell is useable 2/day. The caster level of the spell is equal to the hornhead’s character level.
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- Sharpteeth are natural leaders, powerful and ferocious.
- +2 to Strength, +2 Charisma, -2 Wisdom. Sharpteeth are powerful natural leaders, but they have a short temper.
- Medium: Sharpteeth are medium creatures.
- Darkvision: Sharpteeth have darkvision to 60 feet. This is only shades of gray.
- Bite: Sharpteeth have a bite attack that deals 1d4 damage, plus strength modifier. This is a primary natural attack.
- Natural Leader: Sharpteeth often find themselves in positions where others look up to them as a leader. All cohorts, followers, or summoned creatures under their leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If they ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
- Swiftfeet are natural hunters and trackers. Their small size and fast speeds make them masters of the wilderness. Their archers are masters of the bow.
- +2 Dexterity, +2 Intelligence, -2 Strength: Swiftfeet are cunning and very agile, but their size and slight build make them physically weak.
- Small: Swiftfeet are small creatures and gain a +1 size bonus to AC, +1 size bonus on attack rolls, a -1 penalty to their combat maneuver bonus and combat maneuver defense, and a +4 bonus on Stealth skill checks.
- Fast: Swiftfeet gain a +10 racial bonus to their movement.
- Natural Armor: Swiftfeet scales are finer and not as hard as protective, granting them no armor bonus.
- Claw Attacks: Swiftfeet receives two claw attacks that deal 1d3 plus 1/2 Strength modifier. This is a secondary attack.
- Sharpteeth are natural leaders, powerful and ferocious.
- Fleet of Foot: Swiftfeet gain Run as a bonus feat and a +2 racial bonus on initiative.
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- Clubtails are large and friendly. Their most distinctive features are heavy armor plating on their backs in a shell-like pattern, and a hardened club at the end of their tails.
- +2 Constitution, +2 Charisma, -2 Intelligence, -4 Dexterity: Clubtails are solidly built and very friendly, but they are somewhat dimwitted and their bulk makes them clumsy and lumbering.
- Slow Speed: Their bulky physique makes them slower than most races. Their movement is reduced to 20 ft.
- Natural Armor: Clubtails’ heavy plating grant them an additional +2 to their natural armor.
- Clubbed Tail: Clubtails may make a slam attack with their tails. This is a primary natural attack that deals 1d6 points of damage + Strength modifier.
- Cynical: Clubtails gain a +2 racial bonus when determining their Hit Dice for Intimidate checks, and increase the DC or all Diplomacy checks against them by 2.
- Bonehead
- +2 Strength, +2 Wisdom, -2 Intelligence. Boneheads are strong and wise but not as smart as the common saurian.
- Headbutt: Boneheads gain a slam attack that deals 1d4 bludgeoning damage.
- Stubborn: Boneheads get their name from more than their hard head. They often show a dogged determination not to change their attitude or position in spite of good arguments to do so. Sometimes they are contrary, just because it’s their nature.
- Chip on the Shoulder: Whenever a creature fails an Intimidate check against a bonehead, they gain a +2 trait bonus on their next Intimidate check against that creature and Intimidate is a class skill for them.
- Clubtails are large and friendly. Their most distinctive features are heavy armor plating on their backs in a shell-like pattern, and a hardened club at the end of their tails.
[If a Carnivore is chosen and doesn’t give up the eating of meat. They won’t be able to live near a Sunstone controlled area or suffer debilitating effects.]