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Full Name

Nystan

Race

Lizardmen

Classes/Levels

Woodland Skirmisher 2

Gender

Male

Age

36

Alignment

TN

Deity

the Swamp God

Languages

Common, Draconic, Aquan

Occupation

Ergalian tribe leader

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 13
Charisma 10

About Ergalian Chief

Lizardmen stats:

Lizardmen
+2 Dex +2 Int -2 Str [0 RP] Lizardmen are fast and contemplative, however they usually tend to lack real muscle power

Medium sized creature
Normal Speed: 30 ft
Low-light Vision [1RP]
Keen Scent: +2 bonus to survival checks for tracking [1RP]
Adept Witch-Doctor: +1 to Heal and Survivalist skill checks [2RP]
Natural Swimmer: 30 ft swim speed + 8 Racial bonus on Swim checks[1 RP]
Reptilian Blood: +2 saves against poison [1RP]
Swamp Survivalist: +2 saves against disease, no difficult terrain penalty in swamps, bogs and marshes. [2 RP]
Natural Armour: Lizardmen have a tough scaly hide, that grants them +2 Natural Armour
Weapon Familiarity: Lizardmen are proficient with shortbows (including composite shortbows) and scimitars and treat every weapon with Lizardman in its name as a martial weapon. [1RP]
Languages: Lizardmen can speak and understand Draconic and Common, Lizardmen with high intelligence scores can choose from the following: Aklo, Aquan, Giant, Gnoll, Goblin and Orc

Lizardmen race background:

These Lizardmen are part of the Ergalian tribe, a group of lizardfolk that have sought seclusion from their more barbaric counterparts. They live in preferably warm swamps, marshes and bogs, places where many other races or tribes would not survive as easily as they can.
Living in this harsh environment has made them well adjusted to it over several generations, not dying as much to the plant poisons and swamp fever as when they came into the lands.

There are other dangers however, as alligators and Giant Frogs prey on the unwary Lizardmen, also the occasional Wyvern/Drake that flies over sends most of them into hiding. Their own food consists of small amphibians, birds, berries and plant roots.

Small wooden cottages and makeshift wooden dens make up the village, protected by a series of stakes with wire between them with bones that rattle to alert the evening guards. Most of the villagers and warriors are knowledgable of the land, being able to treat small wounds and mild sickness with extracts and salves from the surrounding swamp.

They are not a warlike people, happy to stay in the swamps for now. Being hunter-gatherers, their weaponry consists of spears, bows and clubs, sometimes tipped with poison. Armour is usually created from the hides of Giant Frogs or alligators that they went after with a hunting party, tough or subtle leather decorated with small bones and feathers for their best warriors.
In terms of magic, they are shamanistic, having strange and elaborate rituals and a group of elders and wise men that dispense knowledge, mainly oracles and druids.

Civilization wise they will stick to their shamanistic ways for a while, eventually learning to shape the swamps around them, drying them up, to build stone structures and temples upon this sturdier land. Valueing wisdom of the land and knowledge, they will likely be a civilization that builds great libraries eventually.

Leaders in the Ergalian Tribe are chosen by their skills in the hunt, Every year, unless in special circumstances, the hunter with the most impressive skill wins the right and duty to act as leader. Nystan himself has been leader for the past 8 years, a feat never before seen.
The eldest members make this decision, but often there is a clear winner. He is counciled by a younger blind-born female Oracle named Saliss, together they oversee the needs of the few hundred tribesfolk living in the village.

Before every hunt, the shamans and druids perform a ritual in which they ask the god of the swamp for a good and safe hunt, enacting all the animals they wish to catch and all the animals they wish to avoid.
In their eyes, the Swamp God takes on different forms, sometimes he is a Colossal snake coiling around the world and laying hidden under the swamp, other times he manifests itself as a huge lizard, patrolling the woods and swamps.
Saliss is claimed to have seen the Swamp God before she was born, and even now sees it in her dreams and visions.

The dead are often offered to the Swamp God to appease him and return the dead to where they came from. Often this means laying their dead to rest in one of the many pools outside the village. Some of the more memorable Lizardmen are burned and honoured in the Szartha Loguss; The Ancestors' Lodge.

Nystan, current Leader:

Nystan, age: 36 years old
Male Lizardman Ranger Woodland Skirmisher 2
TN Medium Humanoid (Lizardfolk, Reptilian)
Init +4; Senses Perception +6, Low-Light Vision (+2 Perception vs animals or in swamps)

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DEFENSE
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AC 19, T 14, FF 15 (+4 Dex, +3 Armor, +2 Natural)
HP 19 (10+1d10+2+2)
Fort +4, Ref +8, Will +1 (+2 vs Poison and Disease)
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OFFENSE
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Speed 30 ft. (Light Armor) , Swim 30 feet
Stone Heavy Mace: +3 (1d8+1/x2)
Shortbow: +6 (1d6/x3) 60 ft
+2 att & dam vs animals
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STATISTICS
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Str 12(14-2), Dex 18(16+2), Con 12, Int 12(10+2), Wis 13, Cha 10
Base Atk +2; CMB +3; CMD 17
Traits: Sprint, Deft Dodger
Feats: Rapid Shot (Combat Style Feat), Point-Blank Shot
Skills(7/lvl): Perception 2 ranks (+6), Survival 2 ranks (+7), Stealth 2 ranks (+9), Knowledge (Nature) 2 ranks (+6), Heal 1 ranks (+6), Climb 1 rank (+5), Handle Animal 2 ranks (+5), Knowledge (Geography) 2 ranks (+6). +1 Perception and Survival in Forest terrain
Languages: Common, Draconic
Combat Gear: Studded leather armor (made from frog skin studded with crocodile scales), Shortbow with 40 arrows, Stone Heavy Mace
Other Gear:

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SPECIAL ABILITIES
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Focused Enemy (Animal): At 1st level, a woodland skirmisher selects one favored enemy (usually “humanoid [human]”). He does not gain additional favored enemies at higher levels. He does get to increase his favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level.
This otherwise acts as and replaces the standard favored enemy ability.
+2 Bluff, Perception, Knowledge, Sense Motive, Survival and +2 attack and damage.
Focused Terrain (Swamp): At 3rd level, a woodland skirmisher selects one favored terrain (usually “forest”). He does not gain additional favored terrains at higher levels. He does get to increase his favored terrain bonus by +2 at 8th, 13th, and 18th level.
+2 Init, Knowledge (Geography), Perception, Stealth amd Survival
This otherwise acts as and replaces the standard favored terrain ability.
Forest Ghost: At 1st level, a woodland skirmisher adds a bonus equal to 1/2 his level on all Perception and Survival skill checks he makes while located in forest terrain.
This ability replaces wild empathy.
Combat Style (Archery): Rapid Shot (2nd)
Track: +1 Survival when Tracking
Keen Scent: +2 to Track
Adept Witch Doctor +1 Heal and Survival
Natural Swimmer, 30 ft Swim Speed, +8 Racial bonus on swimming
Swamp Survivalist +2 saves vs Disease, no terrain penalty in swamps, bogs and marshes
Reptilian Blood: +2 saves vs Poison

Favored Class: Ranger (+2 HP)


Technological Advancements:

Technological advancements
Besides the basics of Pottery, Fire, Simple clothing, Simple Weapons, Spoken Language
they would probably have basic fletching (able to create at least shortbows and arrows), herbalism (as a prelude to alchemy) and runic scripture.

Future development would include real alchemy and poison making from plants, writing, bookbinding, advanced fletching (making of longbows and composite bows), leatherworking and tar/oil delving from the swamps.