Lizardfolk Sorcerer

Jeremy.'s page

34 posts. Alias of Andostre.


About Jeremy.

Race - Lizardfolk
Racial Abilities - Claw and Fang, Scaled Hide, Aquatic, Strongjawed Lizardfolk

Action Points - 6

Hit Points - 15
Initiative - 4
Luck - 10
Healing - 5/5
Armour - 11 (4 racial + 2 armour + 5 physical prowess)
Movement - 4
Quick Step - 4
Dash - 12
Run - 20

Parry - 50% (45 attribute + 5 shield)
Dodge - 40%

Attributes:

Weapon Skill - 45
Ranged Weapon Skill - 30
Agility - 40
Physical Prowess - 50
Intelligence - 19 (= 20 - 5%)
Willpower - 30
Fellowship - 30 (-10 penalty to positively influence people)

Archetype - The Skilled
1st Level Ability - Gain two Skill talents, two Social talents, one Warrior talent with a weapon focus and one armour talent.

Advantages: Sharp Senses (smell); Hard to Kill
Drawbacks: Crude; Curse of the Mind (intelligence)

Combat Talents:

Polearm Talents/Spears
1st Rank - Spears - Grants proficiency with the use of Spear weapons.

(Skill) Herblore/Detoxifying Draught
1st Rank - The effect lasts for 1d10 plus the characters intelligence modifier. Every 4 rounds make a new Physical Prowess test to remove one rank of a minor condition.

(Skill) Alchemy/Poisons
1st Rank - Poisons - Apply a self-made toxin to one melee weapon or 5 pieces of ammunition. Any target that take damage during the duration from this weapon or ammunition suffers 3 poison damage in addition to the weapon's normal damage. At the start of each of there turns they must make a Easy Physical Prowess test to end this effect or take another 3.

Armour/Unarmoured Defence
1st Rank - Unarmed Armour - Add +2 on top of your Physical Prowess modifier when wearing no armour. <-- I'm assuming that this stacks with the +4 from the Scaled Hide racial ability.

Unarmed Strikes
1st Rank - Unarmed Strike - Allows an attacker to strike with Unarmed Attacks to inflict 1d5 damage plus Physical Prowess bonus. These attacks cost 4 AP.

Natural Attacks
1st Rank - Natural Attacks - Grants proficiency with the use of natural attacks, inflicting the stated amount of damage for 4AP.

Grapple
1st Rank - Grapple - The attacker makes a Weapon Skill check taking 4AP opposed by the target making an agility or Physical Prowess check. If the defender wins then nothing happens. If the attacker wins the target is Grappled, doubling the AP cost of any action they wish to take and they are unable to Dodge or Parry. If the Grappled person wishes to break free they must again make the same opposed test, this time costing the character wishing to break free 4AP.
The Grappler must spend 2 AP to maintain the grapple, and can use any attacks that only require one hand on either the grappled target or someone else in range. Neither can move willingly, but if one is forced to move the other moves as well.
The Grappler can break the hold for free on there turn.

Attribute Increase (Physical Prowess)
1st Rank - Add +5 to the chosen attribute.


Social Talents:
Knowledge (Natural World)
1st Rank - Knowledge - Natural World - Make Intelligence check without penalty in regards to the natural world.

Adventuring/Survival
1st Rank - Survival - Use Intelligence to find paths, hunt, track and the like without penalty.
You can also find food and water for the day. Each degree of success will add an additional day's worth of one or the other. <-- I'm curious how successful my 19 Intelligence dude would be at finding food and water.
2nd Rank - Track - Gain a 10% bonus on tests to track targets.

Adventuring/Perception
1st Rank - Perception - Make perception checks without penalty.


Equipment:
Item Slots: 20/22

Combat Equipment
Equipped Weapon - Shortspear: +4 (1d10+3), 3 AP, 3 slots
Equipped Weapon - Bite: +4 (1d10+1), 4 AP
Equipped Weapon - 2 x Javelin: +3 ranged (1d10+6), 4 AP, 3 slots
Equipped Armour - n/a
Equipped Shield - Light shield: +1 AC, +5% to Parry, 2 slots

Other Equipment - Hempen rope (4), Bedroll (1), 3 x torch (1), 5 x Rations (*), Healing? potion (*)

Magic Equipment
Head -
Neck -
Torso -
Legs -
Feet -
Hands -
​Arms -

Coin: Gold 0; Silver 39; Copper 0


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