Lizardfolk Sorcerer

Esskele's page

35 posts. Organized Play character for philipjcormier.


Full Name

Esskele

Race

Bakuwa Lizardfolk

Classes/Levels

Barbarian/1 [HP: 9/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 1/2]

Gender

m

Size

m (7'; 300#)

Age

16

Special Abilities

Aquatic Adaptation; Breath Control; Claws

Alignment

NG

Location

Xa Hoi (Tien Xia)

Languages

Common, Draconic, Iruxi, Tien

Strength 3
Dexterity 1
Constitution 2
Intelligence 1
Wisdom 2
Charisma 0

About Esskele

Personal Information: Born in the Xa Hoi region of Tien Xia. Dark Green scales with golden yellow eyes.

HP: 22; +3 when Raging. AC: 18 Fortitude: +7; Reflex: +4; Will: +7 Perception: +7; Initiative: +7

Ancestry: Lizardfolk Background: Trailblazer

Claw: +6/+2/-2; 1d4+3 (+3 Raging) S; Weapon Traits Agile, Finesse, Unarmed
Dagger: +6/+2 /-2; 1d4+3 (+3 Raging) P Weapon Traits: Agile, Finesse, Thrown 10 ft., Versatile S
Greatsword: 6 / +1 / -4; 1d12+3 (+3 Raging) S; Weapon Traits Versatile P
Tetsubo: +6 / +1 / -4; d10+3 (+3 Raging) B; Weapon Traits Razing, Sweep, Shove

Skills: Acrobatics (T; +4); Athletics (T; +6); Intimidation (T; +3); Lore (Cartography; T; +4); Lore (Pathfinder Society; T; 4); Lore (warfare; T; +4); Stealth (T; +4); Survival (T; +5).

ANCESTORY FEATS AND ABILITIES:

Aquatic Adaptation:
Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.

Breath Control:
You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

Bakuwa Lizardfolk:
Your body is covered in bony plates. Your plates are medium armor in the plate armor group that grant a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and have the aquadynamic and comfort traits. You can never wear other armor or remove your plates. You can etch armor runes onto your plates.

Spirit Coffin:
Prerequisites :bakuwa lizardfolk heritage or Tian Xia origin
A hump forms on your back that allows you to attack and trap spirits. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they’re already magical, they instead gain the effects of a ghost touch rune.

BACKGROUND SKILLS AND ABILITIES:

Trailblazer:
Uncharted realms have always intrigued you, and you’ve explored and mapped large territories in service to merchants, governments, or your own curiosity. Where some see a blank spot on a map, you see the potential for something new and undiscovered.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You’re trained in the Survival skill and the Cartography Lore skill. You gain the Terrain Expertise skill feat with one terrain you’ve explored (such as forest or underground).

Terrain Expertise:
Prerequisites: trained in Survival

Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.
Special You can select this feat more than once, choosing a different type of terrain each time. Terrain Chosen: Swamp.

CLASS FEATS AND ABILITIES:

Fury Instinct:

Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
Instinct Ability—Unstoppable Frenzy Increase the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.
Specialization Ability (7th) Increase the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.
Raging Resistance (9th) You resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

Sudden Charge:
Flourish; Two-Actions;
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Raging Intimidation:

Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Intimidating Glare:
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

EQUIPMENT: Dagger; Greatsword; Tetsubo; backpack; climbing kit; flint & steel; rations (2 weeks); water skin (2); writing set; Potion of Minor Healing (1/1).