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Month Index: September, 2005


From:     David Shepheard <david_shepheard@???????.com>
Date:     Tue, 20 Sep 2005 22:59:39 +0100
Subject:  Re: SJ Lizardmen for 3.X
>From what I recall of the Lizardman description in various Spelljammer
products, Spelljamming Lizardmen were supposed to be different to groundling
lizardmen. They worked in a very similar way to humans and were able to take
any class (something that is out of date in 3e unless you want to have "any"
as their favored class.)

I believe that the pseudo-scientific reasoning for this difference in
Spacefaring Lizardmen was to do with the way that Lizardmen eggs were
incubated. Spelljamming Lizardmen fly ships close to the sun to soak up lots
of heat. This additional heat was supposed to simulate the Lizardman brain
somehow and make them more able to learn different things. This is something
that groundlings are unable to do and justifies having *one* race with *two*
sets of stats.

So MM Lizardmen could be "groundlings" and you could spin your version off
of them and make alterations to give them a Spelljammer flavour.

I quite liked this aspect of Spelljammer as it gives Lizardmen characters a
natural desire to obtain spelljamming technology *and* gain access to the
inner part of whatever crystal sphere they live in (assuming this is where
the sun is). Failure to obtain both of these means that their children will
revert to a less advanced state. This gives the Lizardmen a strong
instinctual motive to attack people that try to control the center of
spheres or cause damage to suns.

I would even say that Lizardmen would possibly be predisposed to sun based
religions. They would probably work well with sun-druids or other forces
that protect suns.

David "Big Mac" Shepheard

>From: Ryltar Thamior <ryltarthamior@?????.com>
>Reply-To: Discussion list for the Spelljammer campaign setting
><SPELLJAMMER-L@??????.???????.com>
>To: SPELLJAMMER-L@??????.???????.com
>Subject: Re: [SPELLJAMMER] SJ Lizardmen for 3.X
>Date: Tue, 20 Sep 2005 20:28:32 +1200
>
>You probably have a point, and that's how I'd like to do it, but
>Lizardmen seem to have a favoured class according to most published
>material (MM..etc.).
>
>On 9/20/05, Static <eshum@????????.org> wrote:
> > Heya,
> >
> > In our last episode, Ryltar Thamior said:
> > >Trying to re-ignite the 3.x conversion...the Spelljammer Lizardmen
> > arrive...
> >
> >     This version looks fine enough, though I'd change the favored
> > class to Fighter.
> >
> > >-Favoured class: Druid
> >
> > -Static
> >
> > --
> > "Why does it always end in tears?"
> >
> > ********************************************************************
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> >
>
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Month Index: September, 2005

SubjectFromDate (UTC)
SJ Lizardmen for 3.X    Ryltar Thamior    17 Sep 2005 10:45:50
Re: SJ Lizardmen for 3.X    Static    20 Sep 2005 01:11:00
Re: SJ Lizardmen for 3.X    Ryltar Thamior    20 Sep 2005 08:28:32
Re: SJ Lizardmen for 3.X    David Shepheard    20 Sep 2005 21:59:39
Re: SJ Lizardmen for 3.X    Ryltar Thamior    21 Sep 2005 00:04:13
Re: SJ Lizardmen for 3.X    Michael Shell    21 Sep 2005 05:41:31
Re: SJ Lizardmen for 3.X    Ryltar Thamior    21 Sep 2005 09:05:02
Re: SJ Lizardmen for 3.X    Dreamer    21 Sep 2005 09:53:24
Re: SJ Lizardmen for 3.X    Loki    21 Sep 2005 12:39:22
Re: SJ Lizardmen for 3.X    Mark T. Doolan    21 Sep 2005 10:09:20
Re: SJ Lizardmen for 3.X    Night_Druid    21 Sep 2005 22:27:40
Re: SJ Lizardmen for 3.X    Ryltar Thamior    22 Sep 2005 03:16:49

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