Zvarr are a race of winged, saurian humanoids with an eclectic range of ethnic distinctions displaying traits and similarities with salamanders, dinosaurs, and even dragons.
Renowned for their cunning, greed, and subterfuge, zvarr enjoy longer than average lifespans and incubation periods, but much to their chagrin, their vestigial wings do not grant them the ability of true flight, leading them to more of an opportunistic society rather than a truly dominant one.
Physical Description: As bipedal, reptilian humanoids, zvarr display a mixture of dinosaur and dragon-like facial structures, usually with longer jawbones and snouts. Their scales maintain a more limber, flexible quality similar to salamanders and true lizards, with their legs ending in small talons, each too small to deal significant damage, but which allow them to excel at climbing. A zvarr’s skin almost always runs a shade of mottled gray or various shades of blue, from cerulean to dark navy, featuring different-colored striations along each limb. They often use these color variations—a carryover effect of their eggs—to tell one another apart.
Society: The egg-clutch of a zvarr, and the order in which it hatches, heavily influences its ranking in society. Similar to a clan structure, egg-clutches foment competition between siblings and one another. These fierce rivalries can last even through adulthood—a purposeful construct designed to drive the innovation and elevation of the entire species. Differences get temporarily put aside, however, when external forces threaten multiple clutches at the same time.
And, given the long incubation period of their species, any act which interferes with the eggs of another clutch amounts to a declaration of war. As zvarr age, their intra-family conflicts slowly diminish and the success of the entire clutch takes priority over individual achievement, allowing them to act more like a merchant guild with united goals.
Relations: The zvarr rarely earn the trust of other species, having a reputation—rightly or wrongly—for stealing anything they covet. Their frequent attempts to trick others into trusting them, only further damages their reputation. And, while they do sometimes live as outsiders in the cities of other races, it almost always means shady activity has drawn them there. Adventurous zvarr often need to reassure others of their sincerity and goodwill, and even so, most still never entirely let their guard down around the zvarr, especially when more than one is present.
Alignment and Religion: Zvarr tend towards neutral and evil alignments, but even chaotic evil zvarr are more inclined towards greed than murder. Good-aligned zvarr also exist, but they typically shirk the laws of the land, tending towards chaotic good and living a life exiled from their clutch, self-imposed or otherwise.
They worship other deities, as well, but prefer those who favor stealth, community, and cleverness.
Male Names: Dirkub, Razz, Karg, Ordak, Rikt, Gint
Female Names: Agmre, Orba, Dokt, Fexka, Ikru, Rin
- Ability Score Modifiers +2 Dexterity, +2 Intelligence, –2 Wisdom: Zvarr are nimble and clever, but often lack common sense.
- Type: Zvarr are humanoids with the reptilian subtype.
- Size: Zvarr are Medium creatures and receive no bonuses or penalties due to their size.
- Speed: Zvarr have a base speed of 30 feet and a climb speed of 30 feet.
- Senses: Zvarr can see in the dark up to 60 feet.
- Agile: Zvarr receive a +1 racial bonus on Acrobatics and Fly checks.
- Armored Scales: Zvarr gain a +1 natural armor bonus to their Armor Class.
- Bite: Zvarr gain a natural bite attack dealing 1d3 points of damage. The bite is a primary attack, or a secondary attack if the zvarr is wielding manufactured weapons.
- Greed: Zvarr gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.
- Vestigial Wings: Zvarr can use their wings to glide by making a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a zvarr may make an additional DC 15 Fly check to glide, moving 5 feet in any horizontal direction for every 1 foot he falls, at a speed of 60 feet per round. A zvarr cannot gain height with these wings alone; merely coasting in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, a zvarr can take advantage of the updraft to increase the distance it can glide.
- Languages: Zvarr begin play speaking Common and Draconic. Zvarr with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Orc, Undercommon.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Expert Scavenger: You have an even keener eye than normal for treasure, gaining an additional +2 bonus on Appraise checks made to identify the most valuable item in a hoard. In addition, once per day when you fail an Appraise check by 5 or more, you can treat the check as if you had failed by less than 5. This racial trait replaces agile.
- Groundling: Your vestigial wings are just tiny stubs, useless for flight. However, your jaws are larger and more deadly than normal, dealing 1d4 points of damage. In addition, if you confirm a critical hit with your bite you deal 1 point of bleed damage. This racial trait replaces vestigial wings.
- Stretched Wings: Your vestigial wings are broader and stronger than usual, granting you a +5 bonus on Fly checks when gliding or breaking your fall. In addition, you can use your wings to gain a fly speed of 20 feet (poor maneuverability) for a number of rounds per day equal to your level plus your Constitution modifier. You can continue flying beyond this limit but must succeed on a DC 10 Constitution check to avoid taking 1d6 points of nonlethal damage and becoming fatigued. The DC of this check increases by 1 each round. Because of your weak wing musculature, gaining altitude is difficult, requiring a successful DC 20 Fly check to gain 5 feet of altitude during any round of flight, plus 5 feet for every 5 points by which you beat the DC. This racial trait replaces armored scales and greed.
Favored Class Options
The following options are available to all zvarr who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist: Add +1/2 to the alchemist’s bomb damage.
- Bard: Add +1/4 to the save DC of illusion spells.
- Gunslinger: Add a +1/4 bonus on attack rolls when making a utility shot or dead shot.
- Investigator: Add 1/3 daily use of inspiration; once this results in a +1 bonus the zvarr can use inspiration on Appraise checks without expending a use of inspiration.
- Occultist: Add +1/2 on Use Magic Device checks and on Spellcraft checks to identify items using object reading.
- Ranger: Add +1/2 on Stealth checks when in favored terrain.
- Rogue: The rogue gains 1/6 of a new rogue talent.
Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.