About S'koth KaaLizardfolk Dreadnaught 1/ Barbarian 1 Shadoven's CAMPAIGN LINK Link to Meepo's info Quick View Stats for Combat:
Perception +4 Initiative: +1 (Dex +1)
2 Claws: x2 +5, 1d4+3 x2 (Atk: +3 str, +2 BAB)
(When Raging) AC 15/13/14
2 Claws: +7, 1d4+5 x2 (Atk: +5 str, +2 BAB)
(When fatigued) AC 16/12/16
2 Claws: +4, 1d4+2 x2 (Atk: +2 str, +2 BAB)
S'koth's Rage = 7 rounds/day, Str 20 (+5), Con 20 (+5), Will +2, AC 15/13/14, HP 28. Abilities: Challenge/Vendetta, Fast Movement, Rage, Soldier of Valor (touch of resolve – remove fear on one subject 4/day, Tactician Consumables: S’koth’s Tale:
Marked by the Great Azure Khesskitar Wild-eye you were, S’koth, and fated to be my eyes and ears - go north to discover the ways of the warmbloods. Do not fear their technologies and accept their weaknesses. Prove the mighty blood of Khesskitar runs in your veins. Be a true Claw…
Said to be marked for destiny, the lowly born S’koth was sent to be trained in the elite Claw warrior society of the Great Azure Khesskitar – though military, studies included court customs, anatomy and a smattering of warrior’s healing. Specialising in formation and close combat fighting using the clawblade (falchion), S’koth proved an apt upil and despite the derision of his higher-born compatriots, he won the the famed darkscale armor – said to be fashioned from Khesskitar’s claws. After being granted a rare audience with his patron, S’koth has travelled for many moons throughout Mortalia, learning and watching, keeping his own counsel and company. Now, having reached Oakhurst S’koth looks to improve his understanding of heroism and valor in this strange realm. Skoth is a curious and independent thinker, his unconventional path from low-born peasant to chosen emissary and scout keeps him mindful of the vagaries of fate and fortune.
Combat Crunch:
Ability Scores Str : 16 (+3)
Initiative: +1 DEFENSE:
OFFENSE:
Longspear +5, 1d8 +3 (+3 str, +2 BAB)
Favored Class Bonus: Hit points Feats: Power Attack, Precise Strike Traits: Anatomist (gain +1 bonus to confirm critical threats), Birthmark (+2 to saves against charms and compulsions) Skills:
Skills: (6 ranks – 5+1 (Int)/level. ) Skill/Class Skill?/Ranks/Ability Modifier/Bonus Acrobatics*/No/0/+1=+1 Appraise/No/0/+1=+1 Bluff/Yes, +3/1/+1=+5 Climb*/Yes/1/+3 = +7 Craft (Armor)/Yes, +3/0/+1 = +4 Diplomacy/Yes, +3/1/+1 = +6 (+1 Soldier of Valor) Disable Device/No/0/+1 = +1 Disguise/No/0/+1 =+1 Escape Artist*/No/0/+1 = +1 Fly*/No/0/+1 = +1 Handle Animal/Yes, +3/0/+1 =+4 Heal/Yes, +3/0/+0 = +3 Intimidate/Yes, +3/2/+1 = +6 Knowledge (arcana)/No/0/+3 = +7 Knowledge (dungeoneering)/Yes, +3/1/+1 = +5 Knowledge (engineering)/No/0/+1 = +1 Knowledge (geography)/No/0/+1 = +1 Knowledge (history)/No/1/+1 = +1 Knowledge (local)/No/0/+1 = +1 Knowledge (nature)/Yes, +3/1/+1 = +5 Knowledge (nobility)/No/0/+1 = +1 Knowledge (planes)/No/0/+1 = +1 Knowledge (religion)/No/0/+1 = +1 Linguistics/No/0/+1 = +1 Perception/Yes, +3/1/+0 = +4 Perform/No/0/+1 = +1 Profession/Yes, +3/0/+0 = +3 Ride/Yes, +3/0/+1 = +4* Sense Motive/Yes, +3/0/+0 = +3 Sleight of Hand*/No/0/+1 = +1 Spellcraft/No/0/+1 = +1 Stealth*/Yes, +3/1/+1 = +5 Survival/Yes, +3/2/+0 = +5 Swim/Yes, +3/1/+1 = +2 Use Magic Device/No/0/+1 = +1 Lizardfolk RACIAL TRAITS
Languages: Common, Draconic CLASS ABILITIES
Tactician: Grant one teamwork feet to all allies within 30 feet. Allies retain the use of this feat for 3 rounds + 1 for every two Dreadnaught levels. Soldier of Valor: Gains the Valor Inquisition – use the touch of resolve ability (remove fear on one subject 4/day) and gains a bonus equal to ½ Dreadnaught level on Diplomacy, or when using Intimidate to demoralize a target of his Vendetta. Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she 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. Hero Points: 1 Equipment: 1st level Starting Wealth: 300 gp Weapons:
Longspear (1d8, x3) (9lbs, 5gp) Armor:
Buckler: AC bonus +1, Armor Check Penalty -1 (5lbs, 15gp) Miscellaneous: 2 tindertwigs (2gp), Peasant’s outfit, (2lbs, 1sp), flint and steel (1gp), grappling hook, (4lbs, 1gp) Total equipment cost: 299 gp, 1 sp. Remaining 9 sp.
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