04. Razzm Tazzm
Male lizardfolk fighter 3 (Advanced Player's Guide, Lost Omens Ancestry Guide, Lost Omens Character Guide 56, Secrets of Magic)
Uncommon, NG, Medium, Humanoid, Lizardfolk Heritage frilled lizardfolk
Background lumber consortium laborer
Languages Common, Iruxi, Mwangi
Skills Acrobatics +5, Athletics +9, Crafting +4, Forest Lore +4, Intimidation +9, Scouting Lore +4
Str 18 (+4), Dex 10 (+0), Con 14 (+2), Int 8 (-1), Wis 14 (+2), Cha 14 (+2)
Items full plate, steel shield, steel shield, +1 shield boss, +1 shield spikes, dagger, backpack, bedroll, chalk (10), doubling rings, flint and steel, grappling hook, minor healing potion (2), rations (1 week) (2), repair kit, rope (foot) (50), soap, torch (5), waterskin, wayfinder, purse (40 gp, 12 sp, 8 cp)
AC 21 (23 with shield raised, 23 with shield raised); Fort +9; Ref +7; Will +9 (Successes vs. fear effects are critical successes instead.); Successes vs. inhaled threats are crit successes instead., +1 circumstance bonus vs. inhaled threats.
HP 44; Resistances evil 1
Attack of Opportunity [R]Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Speed 20 feet
Melee  claw +11 (agile, finesse), Damage 1d4+4 S
Melee  dagger +11 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Melee  shield bash +11, Damage 1d4+4 B
Ranged  dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Primal Bone Magic Spell DC 17; Cantrips (2nd) scatter scree[SoM]
Ancestry Feats Bone Magic[LOAG], Lightning Tongue[LOAG]
Class Feats Bastion Dedication[APG], Double Slice, Reactive Shield
General Feats Ancestral Paragon, Breath Control, Shield Block
Skill Feats Assurance, Assurance
Other Abilities aquatic adaptation, big game hunter, bravery, combat mentor, devil's keep, hireling, multicultural training (1st), resist corruption, shield block, swords, tarnbreaker champions (land of linnorm kings), threatening approach, wayfinder
01) Devil's Keep (Advanced): once/adventure can use the following reaction: Infernal Detonation; Trigger (A creature within 30' of you targets you or an ally with an attack); Effect (The creature takes fire damage equal to 1d6+your level - Basic Reflex Save - The DC of the Reflex save is equal to your spell DC or class DC, whichever is higher).
02) Tarnbreaker Champions (General) - While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% discount on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make a Request while playing in an adventure that takes place primarily in the lands of the Linnorm Kings.
03) Big Game Hunter (General) - Whenever you roll a critical failure on a check to Track an animal, you can use this boon [THREE USES] - to get a failure instead.
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