IKSAR RACE

Conversion using Advanced Dungeons & Dragons 2nd ed.

 

CLIMATE: Jungle, Tropical, Desert

ALIGNMENT: Any evil

RELIGION: Cazic-Thule, various elder reptilian gods

CLASS: Fighter, Wizard, Cleric, Monk

ORGANIZATION: Imperial or Theocratic

ACTIVITY CYCLE: Any

DIET: Omnivorous

INTELLIGENCE: Average to High (8-18)

ARMOR CLASS: Natural 8 due to hide

HIT DIE: By class

NUMBER OF ATTACKS: By class (melee classes get bonus tail rake attack)

DAMAGE: By weapon (bonus tail rake 1-4 dmg for melee classes)

SIZE: Medium

SPECIAL: Infravision 60’, regeneration (recover HP at twice normal human rate)

General:

The Iksar are an ancient and highly civilized reptilian race of humanoids most closely associated with the world of Norrath but found on many others as well. Being descended from normal lizardmen, physically their bodies resemble humans but for their heads, clawed hands and feet, and the prehensile tails that hang to their calves. Their skulls are roughly triangular in shape with pointed bony protrusions sticking out from the back and razor-sharp teeth lining their wide mouths. Their bodies are covered in a tough scaly hide ranging in color from dusky grays and greens to light browns and tans and also granting them a base armor class bonus. Females resemble males in most ways, but their eyes are larger, their skull protrusions are rounded on the ends, and their scales sport brighter colors. Iksar mature quickly, reaching adulthood by the age of 12, and have an average life span of 50-60 years. Iksar have infravision to 60 feet.

The Iksar culture rests on a dark foundation of slavery, suffering, and violence. As a result of this, Iksar society is rigidly organized and militaristic in nature. Their art and architecture reflect this as well, with both tending to glorify conquest and war. Their cities are built of stone and are comprised of large intimidating citadels and grim temples stunning in their beauty and detail. They are fond of monumental structures praising their race and military victories. Religion is very central to their society as well, with ritual sacrifice of intelligent humanoids common.

Iksar are extremely expansionistic and continually seek to dominate the lands they inhabit and to subjugate any intelligent races they come into contact with. As a result of centuries of enslavement, they despise dragons and those races of draconic origin such as the Sarnak and Draconians, waging genocidal campaigns against them whenever they are encountered. They are known to use common lizardmen as slave labor and occasionally even as jannissaries in their armies.

 

Miscellany:

Iksar player characters receive the bonus proficiency of swimming, as all Iksar learn to be excellent swimmers from the moment they hatch.

In combat, fighters and monks can use their tails for a bonus attack every round doing 1-4 dmg.

Due to the need to regulate their body temperature and the nature of their hide, Iksar are prevented from wearing heavier than scaled or chain armor types.

The Iksar have a natural regeneration capability, enabling them to recover HP’s at a natural rate twice that of humans. Conversely however, they have low constitution scores, and always receive a -2 to initial CON rolls.

Iksar are highly dexterous and agile, gaining a +2 to initial dexterity rolls, while having no racial restrictions on DEX caps.

Other intelligent races fear and despise Iksar, and so Iksar PC’s always suffer from negative reaction penalties when encountering them. Charisma scores should be adjusted accordingly for Iksar PC’s.

Iksar speak common, lizardman, draconic, and their own language, which is really just a much more highly developed form of lizardman.