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Norrathians: Races
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=Iksar= The lizard people of Kunark have a long and bloody history, much of which is forgotten by the other – the iksar would say lesser – races. Most iksar are utterly xenophobic and dedicated to the welfare of their race and the betterment of their own status, not necessarily in that order. Iksar are greeted with hostility and distrust the world over, truly welcomed only among their own kind. '''Iksar Racial Traits''' * Abilities: -1 Strength, +3 Dexterity, -2 Charisma. Iksar are a nimble race, with a strong attunement to the world around them. However, they are suspicious and often self-centered, and rarely develop strong relationships with anyone. * Classes: Iksar can become beastlords, monks, necromancers, shadow knights, shamans, or warriors. * Fast Recovery: Iksar have fast recovery. * Favored Class: Iksar do not have a favored class. Iksar are very focused in their training and limited by their society to pursue only the path given to the iksar before he or she was hatched, making it difficult work to try new things. * Language: Iksar begin with 4 ranks in Language: Iksar. * Resistance: Racial bonus of fire resistance (5). * Size: As Medium-size creatures, iksar have no special bonuses or penalties due to their size. * Speed: Iksar base land speed is 30 feet. Iksar also have a natural swim speed of 30 feet. Swim is always a class skill for iksar, regardless of class(es), and they gain a +8 racial bonus on all Swim checks. Further, an iksar may always take 10 on a Swim check, even when in a hazardous or stressful situation. * Skills: Iksar gain Survival and Swim as class skills, regardless of their actual class(es). * Tough Skin: Iksar have tough, scaly hides, giving them a +3 natural armor. Their thick skins make it very difficult for them to wear heavy armors, however, even if it is designed for their bodies. As a result, iksar may never have the Armor Proficiency (heavy) feat, even when it is normally granted as a class feat. * Vision: Iksar have infravision. * Vulnerable: Iksar are vulnerable to cold and ice attacks. Whenever an iksar takes damage from natural cold or from magical effects with the [cold] descriptor, he suffers an additional 20% damage (with a minimum of 1 additional point of damage). * Racial Hit Dice: An iksar begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0. * Racial Skills: An iksar’s humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Handle Animal, Jump, Perception, Profession, Survival, Swim, and Tradeskill (any). Iksar society expects most iksar to learn some sort of trade skill or profession, so as to provide services to the fledgling iksar empire, as it grows in an attempt to regain its lost glory. * Racial Feats: An iksar’s humanoid levels give it one feat. Most iksar choose Dodge, Endurance, Improved Initiative, Run, Skill Focus (Swim), or Toughness. * Level Adjustment: +1. An iksar has an effective character level (ECL) of 3 + his class levels. Iksar are more powerful and gain levels more slowly than most other races of Norrath.
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