wip, I had another request.
TASOTH These are the Tasoth lizardmen from X-Com.
Class Skills The Tasoth's class skills (and the key ability for each skill) are Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +0 +2 +2 Tasoth Body, Amphibious, Swim, Vulnerabilities, +1 Str, +1 Con
2. +2 +0 +3 +3 Armored Scales, +1 Str, +1 Con
3. +3 +1 +3 +3 Resistances, +1 Dex, +1 Int
4. +4 +1 +4 +4 Military Occupational Specialty, +1 Dex, +1 Wis
Weapon Proficiencies: Tasoth are proficient with Simple and Martial weapons, but no Armor or Shields.
Tasoth Body: The Tasoth loses all other racial traits and bonuses and gains Monstrous Humanoid traits (Basically darkvision 60 feet). It is a medium sized Monstrous Humanoid with a base speed of 30 feet. It has a natural bite attack dealing 1d6+str mod damage. It also gains a natural armor bonus equal to 3+con modifier. It gains a +1 increase to Str and Con scores at Levels 1 and 2, a +1 increase to Dex score at Levels 3 and 4, a +1 to Int at Level 3, and a +1 to Wis at Level 4.
Amphibious: The Tasoth can breath underwater indefinitely, and does not need to make constitution checks to avoid drowning. It takes no penalty for fighting underwater.
Swim: The Tasoth has a Swim Speed equal to it's Land speed and can always Take 10 on a Swim Check.
Vulnerabilities: Tasoth take +1 point of damage per die against cold attacks (+2 vs Sonic). for example an attack doing 2d4 normally, would do 2d4+2 if it's Cold damage (2d4+4 Sonic).
Armored Scales: At Level 2 your Natural Armor Bonus to AC increases by +1, and it increases an additional +1 at 7 Hit Dice and 10 Hit Dice. You also gain DR x/-, where x is equal to your Tasoth Level.
Resistances: At Level 3 you gain Electricity Resistance 5. This increases to 10 at Level at 6 hit dice, when you also gain Fire Resistance 5. At 9 Hit Dice you gain immunity to Electricity damage, and Fire Resistance 10. At 12 Hit Dice this increases to Fire Resistance 15, and at 15 Hit Dice it increases to 20.
Military Occupational Specialty: At 4th Level the Tasoth can choose one of the following Military Occupational Specialties:
Soldier You gain use Intimidate as a Class Skill and may always Take 10 on Checks. If you successfully use Intimidate to Demoralize an opponent, he is Shaken for 1 Round per point of Charisma Modifier instead of just 1 Round.
Commander You gain the Leadership Feat as a Bonus Feat, with a +4 Bonus to your Leadership Score.
Techie You gain use Magic Device as a Class Skill and may always Take 10 on Use Magic Device Checks. Once you have successfully made a Check to activate an Item, you no longer need to make checks to subsequently activate that same item.