Lizardfolk Stalker

Axutain's page

36 posts. Organized Play character for Azil.


Full Name

Axutain

Race

Lizardfolk

Classes/Levels

Rogue 5 [ HP 62/62 | AC 22| Fort +8 Ref + 12Will +10 |Init(stealth)/Perc +12/10 | Effects: none ]

Gender

Male

Size

Medium

Age

37

Special Abilities

hold breath 150turns, Deny Advantage

Alignment

CN

Deity

Gozreh

Languages

Common, Iruxi, Aquan

Occupation

Yar'har Boy

Strength 16
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Axutain

Axutain
Male Lizardfolk Rogue
CN Medium Lizardfolk/Humanoid
Age: 37 Ht: 6'3" Wt: 168 lbs
Init: +12, Perception: +10,
Background: Deckhand

Basics:

Defense:
AC 22
HP 62
Fort +8, Ref +12, Will +10

Offense:
Great sword:+9 to hit 1d12+3S/(Versatile P) 2 hands
Spark blade:+13 to hit 1d6+4P/(Versatile S) 1 Hand +1 coldiron shortsword(See ability)
Returning Spear:+12 to hit 1d6P Thrown 20ft, Returning
Javalins:+12 to hit 1d6P Thrown 30ft

ClassDC: 20(10+level5+training2+dex3)

Speed: 30 walking, 30 swimming
Languages: Common, Iruxi, Aquan

Stats:

Str: 16
Dex: 16
Con: 12
Int: 12
Wis: 12
Cha: 16

Feats & Traits:

Wetlander Heritage: Your family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. You gain a 15-foot swim Speed.
Ancestory Feats
Reptile Speaker:You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).

Swift Swimmer: You swim faster than most iruxi. Your swim Speed increases to 25 feet.

Rogue Feats
You're Next(Reaction ability) After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.

Mobility You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Dread Striker You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the frightened condition is also flat-footed against your attacks.

Skill Feats
Cat fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Underwater Marauder: You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Traits

Intimidating Prowess: In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you are a master in Intimidation, this bonus increases to +2.

Lasting Coercion: When you successfully Coerce someone, the maximum time they comply increases to a week, still determined by the GM. If you’re legendary, the maximum increases to a month.

Natural Medicine You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Quiet Allies: You’re skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

General Feats
Fleet You move more quickly on foot. Your Speed increases by 5 feet.

Training:

Equipment
Training level+Level
Simple Weapons:+4+5
Rapier, Shortbow/sword, sap: +4+5
Unarmed Strikes:+2+5
Light Armor:+2+5
Medium Armor +2+5
Unarmored Defense:+2+5
Rogue Class DC:+2+5

Skills
Acrobatics(+12)
Athletics(+10)
Deception(+10)
Diplomacy(+12)
Fishing Lore(+8)
Intimidation(+12)
Nature(+8)
Occultism(+8)
Sailing Lore(+8)
Stealth(+12)
Survival(+8)
Thievery(+10)

Spells & Abilities:

Ruffian: You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power. Or, you might use your skills on the up and up, in a private security detail or as a guard in a city with the right temperament.

You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).

You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.

Sneak Attack 2d6 When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.(Altered by Ruffian Racket)

Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Weapon Tricks You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

Spark blade Once per day, you can spend 1 action to point the sparkblade at a foe within 30 feet of you and shoot an arc of lightning from the blade. This lightning can leap from your chosen foe to another creature you choose within 30 feet, dealing 2d4+4 electricity damage to each creature (DC 19 basic Reflex save)

Equipment:

Bulk limit: 8/13(33/38)
Current bulk: 7.9

Weapons and Armor:
Hide Armor 2
Javalins x5 5L

Magic Items:
Bag of holding Mk1: 1bulk holds 25 bulk
Spark Blade L
Returning Spear 1
Great sword(potency rune) 2
Elixir of Life(minor) x2 2L

Various:
Backpack(worn 1.7/4) -2
Bedroll L
200 Feet of Rope 4L
2 Weeks’ Rations 2L
5 Torches 5L
Waterskin L
Healer's Tools 1
2 Belt Pouches(worn 2L/8L) -
10 Pieces of Chalk -
Flint and Steel -
Soap -
Elixir of Lifex2 2L

Sheath(worn) -
Greatsword
Sheath(worn) -
Spark blade
Sheath(worn) -
Spear
Quiver(worn) -
Javalins

Ordinary Clothes -
Bag of Holding(1.5/25)- 1
Thieve's Tools L
Fishing tackle 1
Compass -
Grappling hook L
Oilx10 -
Hooded Lantern L
Hooded Lantern(Filled with sea water) L
Jellyfish Lamp(In the sea water lantern) L

Cash: 31gp, sp, 0cp

Backstory:

Quirks:

Boons:

Chronicles & Wealth:

Starting:

Current wealth:

Misc:

PFS #
XP: 0
PP: 0/0

Header: Rogue 5 [ HP / | AC ()| Fort + Ref + Will + |Init/Perc + | Effects: none ]

Magical equipment:

Errata: