Lizardfolk

K’Tak’Ktah’hal's page

97 posts. Alias of pad300.


Full Name

K’Tak’Ktah’hal

Race

Dineh| HP 104/104 | AC: 22, T: 12, FF:20 | Spd: 40ft/30ft w/armor |

Classes/Levels

Skin-changer 8 | Init +2; Percept: +13, Sense Motive: +2 | Saves: F: +11, R: +10, W: +8; +4 vs charm/compulsion| CMB +13 / CMD 25

Gender

M

Size

Medium (6'8", 273 lbs)

Age

23

Special Abilities

See text

Alignment

LN

Deity

Pantheistic (Spirits)

Location

Korvosa

Languages

Common, Draconic, Osirian

Occupation

Looter (pathfinder society member - sword)

Strength 22
Dexterity 14
Constitution 16
Intelligence 11
Wisdom 14
Charisma 8

About K’Tak’Ktah’hal

K’Tak’Ktah’hal
or Ktak for the warmbloods without forked tongues…

Background:

K’Tak’Ktah’hal began his days in the southwest of Osirion, raised in the ways of his tribe. He was 14 when the pathfinder expedition visited, looking for a lost temple. The elders bartered: a year’s service (as guides, bearers and escorts) from four young warriors for coveted steel weapons. Ktak (as he became known to the pathfinders) was one of the four. With native guides, the expedition was able to find (and then explore) the temple quickly, in but a season. The other survivor were released from his term of service early to return to the tribe, but Ktak, in his honor (and curiosity about the warmbloods), refused. Instead, he travelled with them back to Absalom, and entered into service in the pathfinder society...

He was much impressed with the skills of the various pathfinders he served with, and was intrigued by city life. After his obligation was finished, he joined the society as a sword, and participated in several expeditions in a variety of locations. He has learned much, turning his natural wariness and alertness to different environments (Favored Terrain Underground and Urban). He has become literate and learned how make the weapons the elders sought. He has even discovered a surprising affinity for mechanical devices (Vagabond Child trait and disable device skill).

Description:

6’8” 270 lbs of reptilian bruiser… Scales are a rattlesnake pattern, eyes are black pools. Several hard-earned scars mark his hide in various places. His nose horn is adorned with several jagged metal additions (tusk blades)…

Personality:

Patient like rocks when working a problem, and about as sympathetic. Faithful to his obligations and bonds. Stoic about life’s vicissitudes. A wise man, he knows the value of keeping his mouth shut and his ears open…

Mechanical:

Skin-Changer 8
Alignment: ?Lawful Neutral? (Follows his tribal code tightly (and the Pathfinder Society rules as his adopted tribe); not tightly attached to other people’s rules.)
Diety: Tribal (Erastil, Gorum)
XP: 101,000

Init += +2 Dex
Speed 40 ft/30 ft w/armor

Defense
AC : 22 =10+ 2 dex +1 NA+6 (armor) +1 armor enhancement +2 shield
HP: 104 = 10+ (7d10 =>70 ) + 24 (3*8con)
Fort + 11 = +6 Skin Changer 8 + 3 con +2 resistance
Ref + 10 = +6 Skin Changer 8 + 2 dex +2 resistance
Will + 8 = +2 Skin Changer 8 + 2 wis+2 resistance+2 Iron Will
+2 trait vs Charm and Compulsion, +2 racial vs Charm and Compulsion
CMD : 25 = 10 + 8 (bab)+2 (dex) +5 (Str)
Offense
Melee: Bite (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence), Claw (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence), Claw (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence), Gore (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d6+ 10 =+6 str +1 enhancement+3 competence), Talons (+18 = 8 bab + 6 str +1 enhancement + 3 competence) / (1d4+ 10 =+6 str +1 enhancement+3 competence)
Ranged: Chakram ( +10 = 8 Bab +2 dex)/(1d8+6 str)
BAB : +8
CMB : + 13 = +8 (BAB) +5 str
Race = Dineh (Mountain Lizardfolk), Favored Class: Skin-changer

Str: 22 = 16 (10 pts) +1 lvl 4 +1 lvl 8 +2 racial+2 enhancement
Dex : 14 = 14 (5 pts)
Con : 16 =14 (5 pts) +2 racial
Int : 11 =13 (3 pts) -2 racial
Wis; 14 =14 (5 pts)
Cha: 8 = 8 (-2 pts)

Skills : (8*6 +8*1 FCB) Not including ACP (-4, climb and acrobatics -1)

Stealth +13 = 8 ranks +3 trained +2 dex
Perception +13 = 8 ranks +3 trained +2 wis
Survival +13 = 8 ranks +3 trained +2 wis
Heal +13 = 8 ranks +3 trained +2 wis
Disable Device +14 = 8 ranks +3 trained +2 Dex +1 Trait
K nature +11 = 8 ranks +3 trained
Swim +12 = 3 ranks +3 trained +6 str
Climb +18 = 1 ranks +3 trained +6 str +8 racial
Acrobatics +9 = 4 ranks +3 trained +2 dex

Background Skills (2*8)
K Geography +11 = 8 ranks +3 trained
Handle Animal +3 = 1 ranks +3 trained -1 cha
Linguistics +1 = 2 ranks (Literacy + Osirian)
Craft (Weapons) +8 = 5 ranks +3 trained

Languages : Common, Draconic, Osirian (linguistics),

Traits: Birthmark (Faith), Vagabond Child (Social)

Feats
Power Attack (1st)
Iron Will (3ed)
Combat Stamina (5th)
Lunge (7th)
Boon Feat: 'Smells Worse Than a Rotting Otyugh'
?***?(9th)

Race Abilities:

Mountain Lizardfolk (Greater Lizardfolk) 12RP

The Dineh are usually found in tribes where mountains and desert butt up against one another ( ie. parts of western Katapesh, Nex, Mana Wastes and Geb, south west Osirion and central Rhahadoum, also possibly in Quadira), these folk are apparently related to the Lizardfolk of the swamps (the Droon), but have greatly adapted to their homelands.

Much like their marsh dwelling relatives, Mountain Lizardfolk are uninterested in colonization of lands outside their traditional habitat and are mostly content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Though generally neutral, lizardfolks’ standoffish demeanor, staunch rejection of civilization’s “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard, and nothing should go to waste.

As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen. They use fires for heat at night, but also put large stones out during the day to collect heat from the sun, and then drag them inside for comfort during the night.

Description

Slightly larger than their swamp dwelling cousins, 6’6” to 7’6” feet tall and weigh 250 to 300 pounds, their powerful muscles covered in scales of gray, tan, and brown. Most have short dorsal spikes; Unlike their swamp dwelling cousins, they have shorter tails (2’ to 3’), which are thin and flexible. They climb strongly with clawed hands and talon on their feet. Also, they have a hooked horn on their nose (they rarely bite, preferring to gore with the horn) (see just about every pathfinder illustration of a blue dragon).

Humanoid (Reptilian) 0 RP
Medium Size 0 RP
Normal Speed – 30’ 0 RP’
Ability Scores : Standard (+2 Str +2 Con -2 Int)
Languages : Standard (Common, Draconic) 0 RP
Desert Runner (2 RP) : Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Natural Armor (2 RP) : Members of this race gain a +1 natural armor bonus to their Armor Class.
Stubborn (2 RP) : Members of this race gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Claws (2 RP) : Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size.
Talons (1 RP) : Members of this race receive one talons attack. This is a primary natural attack. The damage is based on the creature’s size.
Gore (1 RP) : Members of this race receive one gore attack. This is a primary natural attack. The damage is based on the creature’s size.
Climb (2 RP) : Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

Class Abilities:

Weapon and Armor Proficiency: A skin‑changer is proficient with all simple
and martial weapons and with light armor, medium armor, and shields (except tower shields).

Animal Shape (minor) (Su): At 1st level, a skin‑changer gains the ability to turn into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like beast shape I, except as noted here. The effect lasts for 10 minutes per skin‑changer level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the skin‑changer is familiar.
A skin‑changer loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Track (Ex): A skin‑changer adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A skin‑changer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook). The skin‑changer rolls 1d20 and adds his skin‑changer level and Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the skin‑changer and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
A skin‑changer can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but takes a –4 penalty on the check.

Animal Combat (Ex): At 2nd level, the skin‑changer receives a +1 competence bonus to all attack and damage rolls when using natural attacks. He also receives a +1 initiative bonus when in animal form.
At 5th level, the competence bonus to all attack and damage rolls from natural attacks increases to +2. His initiative bonus when in animal form also increases to +2. In addition, the skin‑changer’s natural attacks are considered silver for the purpose of overcoming damage reduction.
At 8th level, the skin‑changer is treated as having the Critical Focus feat whenever he is in animal form. The skin‑changer’s natural attacks are also considered magic weapons for the purpose of overcoming damage reduction. The competence bonus to attack and damage rolls from natural attacks increases to +3.

Animal Speech (Su): At 3rd level, a skin‑changer can communicate with animals as if using speak with animals when he is in a favored terrain.

Nature’s Healing (Ex): Beginning at 3rd level, a skin‑changer’s extensive knowledge of the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, a skin‑changer also gains the following benefits:
Long-Term Care: If the skin‑changer’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the
skin‑changer’s favored terrains.
Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, the skin‑changer can restore an additional 1d6 hp plus 1 hp for every three skin‑changer levels he possesses. The skin‑changer does not need a healer’s kit to treat wounds when in one of his favored terrains and receives no penalties for not having such an item.
Treat Poison: If the skin‑changer’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
Treat Disease: If the skin‑changer’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.

Favored Terrain (Ex): At 3rd level, a skin‑changer may select a terrain from the Favored Terrains table. A skin‑changer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A skin‑changer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, he may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired) increases by +2.
If a specific terrain falls into more than one category of favored terrain, the skin‑changer’s bonuses do not stack; he uses whichever bonus is higher.
(3ed Level ) Underground +4
(8th Level ) Urban +2

Animal Shape (Su): At 4th level, a skin‑changer’s animal shape ability now lasts for 1 hour per skin‑changer level, or until he changes back.
At 6th level and every two levels thereafter, he can use animal shape one additional time per day, for a total of eight times per day at 18th level. At 20th level, a skin‑changer can use his animal shape ability at will.
As a skin‑changer gains levels, this ability allows the skin‑changer to take on the form of larger and smaller animals. Each form expends one daily use of this ability, regardless of the form taken. At 6th level, a skin‑changer can also use animal shape to change into a Large or Tiny animal. When he takes the form of an animal, a skin‑changer’s animal shape now functions as beast shape II. At 8th level, a skin‑changer can also use animal shape to change into a Huge or Diminutive animal. When he takes the form of an animal, a skin‑changer’s animal shape now functions as beast shape III.

Ranger Talents: As a skin‑changer gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. At 4th level, he gains one ranger talent. He gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.
(4th lvl) Uncanny Senses (Ex): As a standard action, you gain a +5 insight bonus (or a +10 insight bonus when in a favored terrain) to Perception checks for 1 round.
(7th lvl) Trap Finding

Fast Movement (Ex): Beginning at 5th level, when a skin‑changer is in a favored terrain and not wearing heavy armor, his base speed increases by +10 feet.

Stealth Attack: If a skin‑changer of 6th level or higher can catch an opponent when he is unable to defend himself effectively, the skin‑changer can deal extra damage. A stealth attack is possible only when the skin‑changer is in a favored terrain and is not wearing heavy armor. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the skin‑changer flanks the target. This extra damage is 2d6 at 6th level, and it increases by 1d6 every four skin‑changer levels thereafter. Should the skin‑changer score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 feet.

Woodland Stride (Ex): Starting at 7th level, a skin‑changer can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect the skin‑changer.

Swift Tracker (Ex): Beginning at 8th level, a skin‑changer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking

Equipment (40000 gp):

Weapons ( 16 gp)
8 Cold Iron chakrams (16gp)

Armor ( 16807 gp)
+1 Wild Agile Breastplate (16550 gp), Darkwood Heavy Wooden Shield (257 gp),

Equipment ( 179.91 gp)
Explorers oufit (Free), heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), 10 days dried rations (5gp), String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Healer’s Kit (50 gp), MW Thieves Tools (100 gp), waterskin (1 gp), Silver Weapon Blanch X2 (10 gp, some pre-applied to chakrams)
Magic Items (22750gp)
Amulet of Mighty Fists +1 (4000 gp), Cloak of Resistance +2 (4000 gp), Ring of Rat Fangs (5000 gp), Belt of Might +2 (4000 gp), Handy Haversack (2000 gp), Druids Vestments (3750 gp)

Cash: 247.09 gp