Lizardfolk

Lizardfolk are reptilian humanoids, primitive by modern standards but rumored to be relatives of the creator races. Lizardfolk are tall and muscular, and prefer frontal assaults in combat. Organized tribes, however, are able to use traps and ambushes to compensate for a lack of numbers. Survival is the primary concern in lizardfolk society and will engage in a number of activities, such as allying with other races of pledging servitude to dragons, to ensure this. Lizardfolk can speak draconian and can become competent druids, although their size makes them ideal fighters.

Lizardfolk Ability Adjustments: +2 Str, +2 Con, -2 Int
Favored Class (Druid): A multiclass lizardfolk's druid class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities:

- Weapon Proficiency (Simple): All Lizardfolk are proficient with Simple Weapons.
- Natural Weapon: Lizardfolk can make an natural bite attack.
- Shield: All Lizardfolk are proficient with shields.
- Skill Affinity (Jump): +4 racial bonus to Jump checks.
- Natural Armor Bonus: Racial natural armor bonus of 5.
- Darkvision: Lizardfolk are able to see in the dark.
- Reptilian: Lizardfolk count as Reptilian for the purpose of spells.

(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +1
Racial Hit Dice/Class: 2 of Humanoid

Racial Feats
Darkvision
Weapon Proficiency (creature)
Shield Proficiency
Weapon Proficiency (simple)
Reptilian Humanoid
Natural Armor 5
Skill Affinity (Jump) +4
Weapon Proficiency- Light Mace
Weapon Proficiency- Dart
Weapon Proficiency- Morningstar
Weapon Proficiency- Shortspear
Weapon Proficiency- Sickle
Weapon Proficiency- Sling