Hezzilreen the Cunning

Rik'tik's page

120 posts. Alias of Tazo.


Full Name

Rikshimitik

Race

Lizardfolk Ranger 1 | HP 16/20 | AC 18 | F+7 R+9 W+5 | Perc+7 |

Classes/Levels

Grasz:
| HP 14/14 | AC 16 | F+5 R+5 W+4 | Perc+4, low-light vision

Gender

Male

Size

M

Alignment

N

Languages

Common, Iruxi

Occupation

Guide

Strength 18
Dexterity 18
Constitution 15
Intelligence 10
Wisdom 15
Charisma 13

About Rik'tik

Background:
Rikshimitik was marked at birth--an Iruxi bearing blue-tinged skin rather than the green familiar to his tribe. His azure skin typically appeared in but one hatchling every few years, and it was said that those born with the blue were destined to forsake the bogs and swamp lands and seek the sea blue waters--and even the horizon beyond. Was it a self-fulfilling prophecy? In what was otherwise an insular community, blue Rik'tik was given license to explore. He learned to survive and thrive on his own in the wilds. Though not truly on his own, for Rik'tik earned himself the companionship of a loyal crocodile, Grasz.

Rik'tik's curiosity would lead him to make contact with the mostly human woodcutters who ventured into the edge of the swamp, and then other curious travelers who sought the same. As the outsiders began to trust him as a wilderness guide, Rik'tik began to learn the common tongue and to forge relationships with the people of Otari.

But no bond was as unique as the one Rik'tik had with Wrin Sivinxi, an elven tiefling who was a follower of the stars. In his Iruxi community, Rik'tik had been taught a reverence for astrological signs, and he viewed Wrin as a learned wise woman. He often shared stories of his journeys, especially the inexplicable.

Appearance and Personality:
Rik'tik towers over many non-Iruxi at nearly 7 feet tall, his slender frame belying impressive agility and strength. His ocean blue scales shimmer slightly when he is able to have the pleasure of basking in sunlight. He gazes unflinchingly at friend and foe alike, his eyelids staying open save for the quick blink of his transparent third eyelid. When scanning the wilderness, his tongue flickers out to taste the wind.

By the standards of warm-blooded humanoids, Rik'tik can at times appear detatched and unemotional, except when he is on the hunt. And like many Iruxi, he is slow to form bonds with others, especially those he deems as outsiders. But for those he has learned to trust, his bonds of loyalty run deep. Grasz, in particular, is a true friend, and Rik'tik has even learned to "speak" with the crocodile, though others may scarcely believe it. Sarcasm and humor are often lost on him, but he can still speak words of wisdom and common sense despite lacking a scholarly mind.

Character Sheet:
Pathbuilder Link
Rik'Tik
Male Lizardfolk Ranger 1
N, Medium, Lizardfolk, Humanoid
Heritage: Wetlander Lizardfolk (swim 15')
Background: Scout, Eldritch Anatomist
Perception: +7
Languages: Common, Iruxi
Skills: Acrobatics +7, Athletics +7, Indimidate +4, Lore: Fleshwarp +3, Lore: Scouting +3, Lore: Swamp +3, Medicine +5, Nature +5, Stealth +7, Survival +5
Str 18 (+4), Dex 18 (+4), Con 15 (+2), Int 10 (+0), Wis 15 (+2), Cha 13 (+1)
Items: Trident, Hatchet, Leather Armor, Light Barding, Adventurer's Pack, Healing Potion, 2.1gp
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AC 18; Fort +7; Ref +9; Will +5
HP 20
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Speed: 25 feet, swim 15 feet
Shortsword +1: +8, 1d6+4 P/S, agile, finesse
Trident: +7, 1d8+4 P, thrown 20 ft
Hatchet: +7, 1d6+4 S, agile, sweep, thrown 10 ft
Claw: +7, 1d4+4 S, agile, finesse
Ancestry Feats: Reptile Speaker (speak with reptiles)
Class Feats: Animal Companion (crocodile)
General Feats: Breath Control (hold breath x25, +1 save vs inhaled and successes are critical)
Skill Feats: Forager (Subsist failure=success, success=+4 people, critical success=+8 people); Assurance: medicine (take 10 medicine)
Abilities:
-Hunter's Edge: Precision (+1d8 damage)
-Hunt Prey (+2 Seek, +2 Track, ignore second range increment penalty)

Grasz the Crocodile:
Grasz
Male Young Crocodile Animal Companion 1
N Small Animal Minion
Perception +4, low-light vision
Skills: Stealth +5
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Items: Light Barding
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AC 16; Fort +5; Ref +5; Will +4
HP 14
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Speed: 15 feet, swim 20 feet
Jaws: +6, 1d8+3 P
Tail: +6, 1d6+3 B, finesse
Special: The crocodile can hold its breath for about 2 hours.
Support: Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your strike damages a creature in your crocodile’s reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a –10-foot circumstance penalty to its Speeds and can’t Fly while the crocodile is latched on.