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Lizards, snakes, and turtles are hardy creatures with unusual sharp senses.
Reptiles are medium monstrous humanoids. They do not gain any abilities from the monstrous humanoid creature type.
Improved Damage Reduction
You gain DR 2/Elysian Bronze. This damage reduction increases by 1 for every 4 hit dice you have.
Reptilian Anatomy
Choose Thick-Skinned, Spiny, or a Bite natural attack.
Thick-Skinned
You gain a +1 natural armor bonus to AC.
Spiny
You grow spines, thorns, or spikes that may be treated as armor spikes of their size (damage 1d6 Medium, 1d4 Small, critical 20/x2, damage type piercing) but may be enhanced as natural weapons.
Bite
You gain a bite attack as a primary natural attack which deals 1d6 points of piercing damage.
Reptilian Senses
Choose Limited Scent or Thermal Sense
Limited Scent
You have a limited form of the Scent ability which only functions for dead creatures or creatures at half or lower hitpoints.
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Thermal Sense
You gain blindsense, detecting heat and cold within 10 feet.
You do not need to make perception checks to notice and locate invisible or hidden creatures within this area, but any opponent you cannot also see has total concealment (a 50% miss chance). You are still denied your dexterity bonus against creatures you have detected but cannot see.
You detect the environment like this through thermal discrepancies. You cannot use thermal sense to distinguish color or visual contrast and is not subject to gaze attacks, blinding, or visual effects when perceiving a target. You cannot use thermal sense in areas with Heat or Cold of severity 3 or higher (thus having no effect in environments below 40° F or above 90° F). Thermal sense requires line of effect to function but can reveal living targets and nonliving material alike. Thermal sense or thermal sight can be foiled by illusions with the Illusory Touch talent.
Estivation
You can spend 1 hour entering a state of suspended animation for an indefinite amount of time. While estivating, you do not need to drink or eat, but take a penalty on Perception checks as if sleeping. Ending this dormant state is a full-round action.