Lizardfolk

Rulgha Ghawn's page

89 posts. Alias of David James Olsen.


Race

Male Lizardman Barbarian (Invulnerable Rager/Urban) 1 & Fighter (Unarmed) 1/Dual-Cursed Oracle (Battle Mystery) 2

Classes/Levels

HP 30/30; AC 20 FF 18 T 12 CMD 21; Fort +8 Ref +5 W 0; Init +2 Per +5

Strength 18
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 14

About Rulgha Ghawn

Resources
Current AC - 20
Current HPs - 30/30
Rage Rounds Used 2/10
Spells Cast 1/5 1st
Effects

Rulgha Ghawn
Male Human Barbarian (Invulnerable Rager/Urban) 1 & Fighter (Unarmed) 1/Dual-Cursed Oracle (Battle Mystery) 2

Stats:

Initiative +2
HP 30 (2d12+8) Current HP 30/30
AC 20 (+6 Armor, +2 Dex, +2 Nat) FF18 T12
Speed 20 (15' in Medium Armor)
Fort 8 Ref 5 Will 0;
BAB 2 CMB 6 CMD 18
Special Attack

Melee Nine Section Whip (2 Hand) +7 (1d8+6/19-20)
PA Nine Section Whip (2 Hand) +6 (1d8+9/19-20)
PA Nine Section Whip (1 Hand) +6 (1d8+6/19-20) and Bite or claw +0 (1d4+6)
2 Claws + Bite +6 (1d4+4)
PA 2 Claws + Bite +5 (1d4+6)
Ranged Longbow +4 (1d8/x3)

Languages Common, Draconic,


Skills:
(4 Skill Points/Level)x2 = (8 Total)

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).

Acrobatics 3 (2+3CS+2Dex-4ACP)
Knowledge (dungeoneering) 4 (1+3CS)
Knowledge (local) 4 (1+3CS)
Knowledge (planes) 0 (0+3CS)
Knowledge (religion) 4 (1+3CS)
Linguistics 4 (1+3CS)
Perception 5 (2+3CS)
ACP: -4


Feats and Traits:

Beserker Gain 3 extra rounds of rage per day

Optimistic Gambler Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

Feats
1st Level Power Attack [-1 to Hit, +3 Damage]
Fighter 1 Unarmed Strike
Fighter 1 Crane Style [When Fighting Defensively -2 to Hit, +3 Dodge Bonus to AC]
Oracle 1 Weapon Focus (Nine-Section Whip)


Oracle Spells:

Oracle Spells (Caster Level 2, Known 5/2, Cast Defensively +4, Ranged Touch +4, Cast Today 1st[0])

1 (7/day)(DC 13) cure light wounds, enlarge person,shield of faith
0 (Will)(DC 12)create water, detect magic, mending, purify food and drink,stabilize


Racial Abilities:

Ability Score Racial Traits Flexible (+2 Str, +2 Con)
Type Humanoid (reptilian)
Size Medium
Base Speed Normal
Languages Xenophobic
Natural Armor Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
Swim Lizardfolk have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks
Natural Attacks Bite (1d4) and 2 claws (1d4)

Class Abilities:

Weapon and Armor Proficiency: Rulgha is proficient with all simple weapons and martial weapons and all monk weapons (including exotic monk weapons), light armor, medium armor, and shields (except tower shields).

Unarmed Style Rulgha gains the Improved Unarmed Strike feat and any single style feat as a bonus feat. (Crane Style)

Crowd Control (Ex) Rulgha gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, his movement is not impeded by crowds, and he gains a bonus equal to 1/2 his barbarian level on Intimidate checks to influence crowds.

Rage (Ex) Rulga can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Rulgha can rage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Controlled Rage (Ex) When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

Spells An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Lame Curse Speed Reduced by 10'
Tongues Can only speak Ignan in battle
Battle Mystery

Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. [/i]At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.[/i]

(Level 3)Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.


Equipment:

Money gp 80.1
mw nine section whip [blocking, distracting, monk, trip] (308)
breastplate (200gp)
Scimitar (15)
2 Throwing Axe (16)
longbow with 40 arrows (77)
Backpack (2)
Bedroll (.1)
2 sacks (.2)
10 torches (.1)
50' Rope (1)
10 days Rations (5)
Waterskin (1 gp)
Earplugs
Smoked Googles
Signal Horn (1 GP)
Crowbar (2)
Explorer's Outfit
Alchemist's Fire (1) *Threw 1 so far*
Alkali Flask

Magic Items:

2 potions of enlarge person

Appearance:

Rulgha is an imposing figure standing nearly 7 feet tall with grey/green scales and a 4' tail. He has a fluid motion to all his gestures and movements that can take people by surprise due to how huge he is.
Age About 20 years old
Height 6'10"
Weight 210lbs
Eye Color Black
Hair Color None
Personality Rulgha works hard to contain the emotions he has inside. He is helpful, kind, and controlled, but when pushed to far can easily lose his temper.

Background:

Rulgha was from a small lizardfolk tribe in the nearby swamps. At a early age he showed great promise as both a warrior and as a spiritual leader of the tribe. However a great tragedy struck when the tribe was overrun with undead slaughtering nearly the whole tribe.

A group of Sarenrae priests and warriors had been tracking these undead and came and cleared out the undead. But they were too late to save but only a few, Rulgha among them. Other lizardfolk ran off into the swamp, but staying with the Sarenrae priests felt right to him.

As he grew he was trained by the warriors and priests with very little success, despite their beliefs lining up with his. His lizardfolk battle training didn't always line up with the more refined techniques being taught to him. Like wise his divine connection to Sarenrae was an innate instinctual thing that the priests could not understand. Also, being a lizardfolk made him an outcast at times due to his differences.

One day however, he was told it was time for a change and traveled to a new location where the training was unorthodox. An old shrunken monk trained him to control the inner rage and focus it in a new way to hone his fighting technique. He also taught him how to fight strong, but also carefully, to outlast your opponents.

Others were with him too learning these "off the book" training techniques. Rulgha the lizardman, Katie the ratfolk, Miraji the undine, and Naraj the Ifrit all started out as willing to join the normal ranks of Saranrae followers but became something different but so much more. Something special to be used for unique situations.

Their first mission is in front them.

Dice:

Status Round 1

HP 30/30
AC 24 (FF 19 T 15)
Swift Action Crane Style
Move Action None (or Some)
Standard Action Attack

Effects:

Diseased Unknown Effects (+4 to next Save)
Controlled Rage +4 to Str (22) - Round 2/10
Fighting Defensively in Crane Style -2 to Hit for +3 Dodge Bonus (+1 Shield Bonus with Nine Section Whip)

[dice=Initiative]1d20+2[/dice]

Melee Attacks

Two Handed Nine Section Whip

[dice=PA&FD mw Nine Section Whip (2 Hand)]1d20+2+4+1+1-1-2[/dice]
[dice=Bludgeoning Damage]1d8+6+3[/dice]

[dice=PA&FD mw Nine Section Whip (1 Hand)]1d20+2+4+1+1-1-2[/dice]
[dice=Bludgeoning Damage]1d8+4+2[/dice]

[dice=PA&FD Bite or Claw Secondary]1d20+2+4-1-2-5[/dice]
[dice=Slashing Damage]1d4+2+1[/dice]

[dice=PA&FD Claw #1]1d20+2+4-1-2[/dice]
[dice=Bludgeoning Damage]1d4+4+2[/dice]

[dice=PA&FD Claw #2]1d20+2+4-1-2[/dice]
[dice=Bludgeoning Damage]1d4+4+2[/dice]

[dice=PA&FD Bite #1]1d20+2+4-1-2[/dice]
[dice=Bludgeoning Damage]1d4+4+2[/dice]

Range Attack

[dice=Longbow]1d20+4[/dice]
[dice=Piercing Damage]1d8[/dice]

[dice=Throwing Axe]1d20+4[/dice]
[dice=Slashing Damage]1d6+4[/dice]

Saves
[dice=Fortitude Save]1d20+8[/dice]
[dice=Reflex Save]1d20+5[/dice]
[dice=Will Save]1d20+0[/dice]

Skill Checks

[dice=Acrobatics]1d20+3[/dice]
[dice=Knowledge (dungeoneering)]1d20+4[/dice]
[dice=Knowledge (local)]1d20+4[/dice]
[dice=Knowledge (Religion)]1d20+4[/dice]
[dice=Linguistics]1d20+4[/dice]
[dice=Perception]1d20+5[/dice]
[dice=Swim]1d20+11[/dice]

Stats&Rolls:

Lizardfolk with Darvision RP 8+2=10, BP = 35-10=25
Str 16 (+10) +2 Race = 18
Dex 14 (+5)
Con 14 (+5) +2 Race=16
Int 10 (0)
Wis 10 (0)
Cha 14 (+5)

Rolled HPs
1st Max
2nd 1d6 Roll = 4

Future (In Progress):