Grasilex

Dread-tooth's page

1 post. Alias of Anderlorn.


Full Name

Dread-tooth

Race

Hedgewitch (CHA/CBT) 1 | LVL:1 | HPs:12 | AC:14 | T:13 | FF:11 | F:+3 | R:+3 | W:+3/+7 | Init:+5 | Prcptn:+6 | Low-Light Vision | AP(+1):3/3 | SP:3/3| GP(+2):3/3 | CMB:+1 | CMD:14 | SPD:30' | SWM:30'

Classes/Levels

Skills:
Acrobatics:+3 | Climb:+5 | DisableDevice:+5 | Fly:+3 | Knowledge (Arcana):+6 | Perform (Dance):+3 | SleightofHand:+7 | Spellcraft: +6 | Stealth:+7 | Swim:+9

Gender

Argonian (Lukiul) Male Adult

Size

Medium

Age

11 years

Special Abilities

Argonian, Hedgewitch (Charlatanism, Combat)

Location

Jail

Languages

Argonian, Common, Hist, Khajiiti,

Occupation

Thieving Spellsword

Strength 13
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 12
Charisma 8

About Dread-tooth

Argonian (Lukiul) Male Adult Hedgewitch (1) (Thieving Spellsword)
Medium humanoid (beast, argonian)
Init +5; Senses: Low-light Vision; Perception: +6
Birthsign: The Thief
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 12 (1d8+4)
Fort +3, Ref +3, Will +3
Resist: +4 vs Magical Diseases and Poisons
Defenses: Histskin +1 Natural Armor, Heal an extra 1 HP/HD [+1]
Immunity: Immune to Natural Diseases and Poisons
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Offense
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Speed: 30', Swim: 30' (Hold Breath for 32 minutes, only roll for drowning every minute instead of every round)
Melee: Destructive Blast +3 Touch (1d6)
Range: Destructive Blast +3 Touch (1d6)
Special Attacks:
. . Arcane Pool - (+1 Enchantment, 3 points)
. . Destructive Blast (Augmented) - (2d6 damage)
. . Weapon Finesse - (Use Dex with Light/Finesse Weapon)
. . Sneak Attack (activate with Guile Points, 3 Guile Points) - (Flatfooted or Denied Dex = +1d6 Precision Damage)
. . Hatred for the Dunmer (Dark Elves) - (+1 ATK/DAM Dunmer)
Sphere Casting - (3 Spell Points - CL 1, MSB +1, MSD 12, Concentration +3, DC 12)
**** Destruction Sphere ****
. . Destructive Blast, 0 Cost, range/melee touch, 1d6 BL Damage (Normal defenses apply).
. . Destructive Blast (Augmented), 1 Cost, range/melee touch, 2d6 BL Damage (Normal defenses apply).
**** Life Sphere ****
. . Life: Invigorate, 0 Cost, self/touch, adds 1 Temp HP.
. . Life: Restore, 1 Cost, self/touch, heals and removes the following conditions;
. . . . Heals 1d4 points of ability damage to one ability score of your choice.
. . . . Removes the fatigued condition or lessens exhaustion to fatigued.
. . . . Removes the sickened condition or lessens nauseated to sickened.
. . . . Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
. . . . Removes the staggered condition.
. . . . Removes the dazzled condition.
. . . . Removes the battered condition.
. . Life: Cure, 1 Cost, self/touch, heals 1d8+1+HD to Argonians and 1d8+1 all others.
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Statistics
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Str: 13(+1), Dex 16(+3), Con 16(+3), Int 14(+2), Wis 12(+1), Cha 8(-1)
Base Atk: +0; CMB: +1; CMD: 14
Feats: Martial Weapon Proficiency (Short Sword), Weapon Finesse
Traits: Reactionary, Seeker
Skills - +2 uBonus with Guile Pool Points (3 Points): Climb +5, Disable Device +5, Knowledge (arcana) +6, Perception +6, Perform (dance) +3, Sleight of Hand +7, Spellcraft +6, Stealth +7, Swim +9
Languages: Argonian, Common, Hist, Khajiiti
SQ casting, cure, destructive blast, invigorate, restore, tradition benefit (charlatanism), tradition benefit (combat), tradition power (charlatanism), tradition power (combat), traditions (charlatanism, combat)
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Special Abilities
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Casting (CL 1, MSB +1, MSD 12, Concentration +3, DC 12) You can cast sphere effects.
Destruction: Destructive Blast 1d6: Ranged or melee touch attack deals 1d6 damage.
Maximize Destructive Blast - Cost 1 Point: Ranged or melee touch attack deals 2d6 damage.
Life: Cure 1d8+1 (1d8+2) (DC 12) - Cost 1 Point: Heal a target
Life: Invigorate (Up to 1 temp HP): Grant up to 1 temporary HP to an injured target
Life: Restore - Cost 1 Point: Heal a target's ability damage and remove negative conditions
Arcane Pool +1 (3/day) (Su): Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Hist Born: Argonians are Immune to poisons and Non-magical diseases, however they are still effected by Magical poisons and disease- receiving a +4 to save against them.
Histskin: Argonians have a thick Scaly hide, Giving them a +1 Natural armor bonus to AC, and heal an additional 1 point of HP her Hit Dice from rests, healing spells, and potions.
Swim (30 feet): You have a Swim speed.
Tradition Benefit (Charlatanism): Gain Versatile Performance as a bard
Tradition Benefit (Combat): Gain prof. with medium armor, shields, and 1 martial weapon; count 1/2 class level as fighter levels for feats
Tradition Power (Charlatanism, Perception): Gain a guile pool
Tradition Power (Combat): Gain an arcane pool
Versatile Performance (Dance) +3 (Ex): You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Waterborne: Argonians Can hold their breath for a number of minutes equal to 2 times their Con score [32 mins]. Aditionally they don't make saves to resist drowning every round but rather every minute.
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Description (Update after escape):
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Dread-tooth is a tall, athletic, amphibious, reptilian humanoid with dorsal spikes on his head, molted green-brown scales, gills on his neck, no tail, and he has longer teeth than normal. He appears to be wearing something between a soldier's uniform and a monk outfit mainly for carrying things. He currently has no other gear like everyone else in this stinking jail cell.
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About:
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In a raspy voice,"What I do have are a very particular set of skills. Skills I have acquired over a short time. Skills that make me a nightmare for people like you."

Dread-tooth was hatched in Windhelm and is detached from the Hist since there is no known healthy Hist tree in Skyrim. Dread-tooth received his immunities from his parents since they still have trace amounts of Hist inside them but not enough to telepathically connect them or Dread-tooth to the Hist collective, and he is known as a Lukiul to those Argonians attached to the Hist. Dreadtooth helped his parents work around the Argonian segregated community within Windhelm to survive. During this time, Dread-tooth grew frustrated of the mistreatment of his kind in Windhelm and Skyrim in general. He felt that they were still in servitude and still did not have full freedom as their brothers and sisters do in the Blackmarsh. Being disenchanted, he join the Argoian Underground and learned that the Hist wants all devoted Argonians to spy on the humans, look for or plant a Hist tree in Skyrim, free any illegal Argonian slaves in Skyrim, and if possible, travel to the Black Marsh to drink from the Hist (also known as the Exodus). The community in Windhelm is to remain untouched for not only it develops Argonian spies and it isn't noticeable as an Argonian community to fear by the humans in Skyrim. He learned how to fight and survive for the next ten years while working for the Argonian Underground. He grew tired of the group because he felt they moved too slow so he left the group to see if he could do a better job on his own. Maybe because he is disconnected from the Hist. He was down on his luck and was caught stealing when he was thrown into jail.
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