Lizardman
Book of Ages, p.88
A versatile and culturally flexible people, seamlessly incorporating the norms and values of their surroundings.
Racial Bonus
Lizardmen gain a +2 bonus to either Dexterity or Constitution.
Racial Powers
Frenzy
Racial Power
Once per battle, you may declare you are entering a frenzy. Make the following attack:
Quick action
Special: You can make a number of attacks equal to the escalation die, but may only target a single creature with half of the potential attacks (rounded up).
Target: One creature engaged with you
Attack: 6 + your level vs. AC
Hit: 1d8 X your level damage.
Miss: You take damage equal to your level.
Adventurer Feat:
Once per day when grabbed or stuck, you can spend a recovery (regaining no hp) and end that condition on yourself.
Champion Feat:
You may replace one of your frenzy attacks with an at-will or basic attack.
Epic Feat:
As a standard action, you may move across any relatively flat surface (a calm lake, a wall, a ceiling, etc.).