Kuntaxl Champion 2
N MEDIUM LIZARDFOLK FRILLED LIZARDFOLK HUMANOID
Perception +5;
Languages Common, Iruxi
Skills Acrobatics +2, Athletics +8, Diplomacy +6, Intimidation +6, Lore: Warfare +3, Religion +5
Str +4, Dex +2, Con +1, Int -1, Wis +1, Cha +2
Items Hide, Crowbar, Grappling Hook, Lantern (Hooded), Oil (3), Tent (Pup), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Steel Shield (Hardness 5, HP 20, BT 10)
AC 19 (+21 with shield raised), Fort +7, Ref +6, Will +7
HP 30
Divine Grace Trigger You attempt a save against a spell, before you roll. You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.
Shield Block Trigger While you ha ve your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Retributive Strike Trigger An enemy damages your ally, and both are within 15 feet of you. You protect yo ur ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.
Speed 25 feet
Melee Lizardfolk Fangs +8 (Unarmed, Lizardfolk), Damage 1d8+4 (P)
Melee Lizardfolk Claws +8 (Unarmed, Agile, Finesse, Lizardfolk), Dam age 1d4+4 (S)
Melee Dagger +8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 (P)
Melee Staff (+) +8 (Two-Hand d10), Damage 1d6+4 (B)
Ranged Javelin (x4) +6 (Thrown), Damage 1d6+4 (P)
Threatening Approach You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is
frightened 2 instead of frightened 1.
Focus Spells (1 points) Lay on Hand s Range touch; Targets 1 willing living creature or 1 undead creature Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch.
If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.
Additional Feats Breath Control, Combat Climber, Frilled Lizardfolk, Intimidating Glare, Ranged Reprisal, Sharp Fangs
Additional Specials Aquatic Adaptation, Champion's Code (Tenets of Good), Claws, Deific Weapon, Deity and Cause (Paladin Cause), Devotion Spells