D&D 3e (3.0/3.5) Rules
Medium-size Humanoid (reptilian)
The bakali are a race of lizardfolk found in the remote swamps of Ansalon and Taladas. Though savage, brutal, and uneducated, they are cunning and quick to learn.
Bakali range in height from six to eight feet and are correspondingly strong and muscular. Their hides range in colour from yellow-green to mottled brown and are heavily plated, much like those of crocodiles. They have long, powerful tails that they can lash about. A dorsal ridge runs the length of the spine, starting at the back of the skull and finally disappearing about halfway down the tail. Their hands and feet have vestigial claws, menacing-looking but not effective in combat. The hands and feet are webbed and the talons of the feet are used like fingers.
Bakali in Ansalon speak their own language and the Common tongue, and may be familiar with Draconic, Nordmaar, and Kothian.
Bakali can strike with their sharp claws, but usually prefer to use simple tribal weapons such as longspears, axes, daggers, and curved scimitars. They rarely wear armour, but have sometimes carry large wooden shields.
Cold Vulnerability (Ex): Bakali suffer 1 extra point of damage per die caused by cold-based attacks.
Protected Eyes (Ex): +1 racial bonus to all saving throws that involve blinding or dazzling of the eyes, due to a special nictating membrane that can quickly shield their eyes from harm.
Skills: Bakali receive a +2 racial bonus to Swim skill checks.
The favoured class of bakali is barbarian. Some bakali become druids or clerics to Krik'k lettz (Chislev), and have access to the domains of Animal, Healing, Plant, and Protection. Rarely a bakali will worship the warmth god Sirr'ushush (Sirrion), who grants access to the domains of Chaos, Fire, Knowledge, and Luck.
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