HP 9/9 | AC: 12 | Fort: +3; Ref: +4; Will: +5 | Init: +2 | Per +4 ; Spd 25 ft./ Swim 15ft. |
Gender
Male Lizardfolk Sorceror (Apprentice)
Strength
12
Dexterity
14
Constitution
12
Intelligence
10
Wisdom
14
Charisma
16
About Hsoa Hshaa
Name Hsoa Hshaa
Ancestry Lizardfolk Heritage Wetlander Background Scout
Class (Apprentice) Sorceror Deity None
Alignment NG SizeTraits Perception [+4]
Languages Common, Lizardfolk
--------------------------------------------------------------------------- -----------------------------------------------------
AC ,Fort [+3],Ref [+4],Will [+4]
Shield + HardnessMax HPBTCurrent HP Resistances & Immunities HP 9
Class DC
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 25 ft, 15 ft swim
Melee , Claw +3 (agile, finesse) Damage 1d4 slashing
Ranged , Damage
--------------------------------------------------------------------------- -----------------------------------------------------
Str 12 Dex 14 Con 12 Int 10 Wis 14 Cha16
Skills Survival +4, Marsh Lore +4, Medicine +2, Diplomacy +5
--------------------------------------------------------------------------- -----------------------------------------------------
Apprentice Character: A level 0 character is trained in Perception, all saving throws, unarmed attacks, unarmored defense, and one simple weapon of their choice.
Additionally, they are trained in a number of skills equal to 2 + their Intelligence modifier. The proficiency bonus for a level 0 character works the same way as normal, but since the level is 0, the total proficiency bonus for being trained is +2.
Lizardfolk:
Hit Points 8
Size Medium
Speed 25 Feet
Ability Boosts Strength, Wisdom, Free
Ability Flaw Intelligence
Languages Common, Lizardfolk. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Lizardfolk Humanoid Claws
Unarmed Attack Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
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.
Ancestry Feat: Marshrunner: You are adept at moving through marshy terrain. When you use the Step action, you can ignore difficult terrain caused by flooding, swamps, or quicksand. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven marshy ground, you aren’t flat-footed, and if you roll a success on the Acrobatics check, you get a critical success instead.
Background: Scout - Choose two ability boosts. One must be to Dexterity or Wisdom , and one is a free ability boost.
You’re trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore).
Skill Feats General Feats Class Feats & Abilities Bonus Feats
--------------------------------------------------------------------------- -----------------------------------------------------
Magic Tradition Arcane
Spell Attack Roll Spell DC Cantripselectric arc, read aura Spells
--------------------------------------------------------------------------- -----------------------------------------------------
Items Bulk
Str: 12 Dex 14 Con 12 Int 10 Wis 14 Cha 16
Lizardfolk - Str, Wis, Cha, Penalty to Int
Background - Dex or Wis, Cha
Free boosts - Con, Int, Dex, Cha