Custom Race - Salimanas

Salimans – Diminutive Lizard men

StarShade: modify as you see fit, much of this is lifted straight from Google docs. As it stands your people reliably get to 60-100 years old before the evil sets in and some will manage 200 years +

Origin: Primarily living in small coastal, or river dwelling tribal villages. Water features a very important role in their community. Each with a medicine man, a chief and a handful of warriors. Diet is that of a hunter gatherer society, with a large focus on what can be gathered from the water. These locations are also the safest as retreating to or from the water stops most predators.

Technology level: Stone-age culture Weapons, tools, and armor are made from shell, bone, hide, wood, and obsidian. Since they live in such humid and wet conditions, spending much time in the water, they tend to disfavor metal, as it corrodes easily. Salimans Simple, Martial and Exotic weapon proficiency lists may be modified – TBD

High Summer Born Salimans (Albino Scales, red eyes, vary rare)

  • +2 Con, -2 Int. (Only the heartiest survive to hatching)
  • Small: As a Small creature, gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use.
  • Salimans use full weight capacity as if they were medium creatures rather then 3/4 for most small humanoids.
  • Base land speed is 20 feet.
  • +1 natural bonus to AC
  • Low light vision
  • Extended Breath – 2X Con in minutes before drowning tests start
  • 10’ Swim speed
  • +8 swim
  • Sylvan, Common
  • Favored Class: not yet defined (Monk?)

Standard Salimans (more sub-breeds may be defined in play): – Various earthen tone scales ranging from brown-green to black with occasional red undertones, exact color normally varies based on when in the season the Salimans hatched but exceptions exist.
Eye coulor generally golden, yellow or brown. Green eyes are present buy very rare.

  • +2 Wisdom, -2 Intelligence. (Not as adept tool users or thinkers as the soft skinned races, most Salimans are prone to introspection and insight)
  • Small: As a Small creature, gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use.
  • Salimans use full weight capacity as if they were medium creatures rather then 3/4 for most small humanoids.
  • Base land speed is 20 feet.
  • +1 natural bonus to AC
  • Low light vision
  • Extended Breath – 2X Con in minutes before drowning tests start
  • 10’ Swim speed
  • +8 swim
  • Sylvan, Common
  • Favored Class: Adept
  • SPECIAL – Cannot take Arcane Caster Class levels – the power does not reside among them

The Salimans have a structured, productive, peaceful society. They favour the alignments of Lawful and Good (but see Aging below)

Rough draft statistics
Starting ages: generated randomly as per human -2 years
Weight/ Height – Use Gnomish height tables and Elven weight, Salimans have a tail 1/2 their height in length that aides in swimming

Aging – Work in progress,
Physically mature between 10 and 15 years of age Salimans acquire “Middle age” at around 35 and “Old” around 60.
At this point the members of this race no longer age in a typical sense. While they continue to gain in knowledge (levels) they do not express further aging degradation physically via aging penalties, but morally. For every 20 years that a Salimans lives past “Old”, their alignment slips towards evil one step. This alignment change can be fought for a time but at each increment becomes more taxing to oppose.

  • * TENTATIVE * Once a Salimans moral alignment becomes Evil further age increments are at 5 years and now drive the Salimans towards chaos. Once the Salimans is Chaotic Evil they quickly loose their grasp on even this level of morality, growing erratic and paranoid, all but invariably these souls need to be put down.
  • Culturally they are aware of this and some pains are taken to ensure those of advancing age are removed from positions of overwhelming authority, this semi-retirement is an honoured position. While this is not universal many such Salimans “feeling the pull” will ostracize themselves or go on great quests to distance themselves from harming loved ones or to die aiding the community before their fall.
  • The Monk ability “Timeless body” prevents further moral degeneration the same way it prevents physical degeneration in other races.
  • Salimans Clerics and Paladins who descend to evil from aging only suffer a loss to their powers while they maintain a Neutral alignment, regaining their lost class as Blackguard or Evil Cleric once they become evil. Typically good aligned individuals of these classes hold out the longest however most often their falls will be the swiftest switching in a single choice at the age of 100 – 200 from resounding forthright good to horrific debased evil. No hard rules will be in place for this and it is to be role played.

Custom Race - Salimanas

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