Lizardfolk

Sakaan's page

60 posts. Alias of Tharasiph.


Full Name

Sakaan

Race

Lizardman

Classes/Levels

HP:43/43|AC:15/19|T:13|FF:12/16|CMB:+7|CMD:20|Fort:+5|Ref:+5|Will:+5|Init:+ 3 |Perc:+15/18|

Gender

Male

Size

Medium

Age

30

Alignment

Lawful Good

Deity

JalaiJatali

Languages

Common, Draconic

Strength 16
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 10
Charisma 20

About Sakaan

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Lizardman Vengeful Hunter 1/Sorceror 6
CG Medium Humanoid (Reptilian)
Init +3; Senses Low Lite Vision; Perception +15/18

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Statistics
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Str 16, Dex 14/16, Con 13, Int 12, Wis 10, Cha 16/20
BAB +4; CMB +7; CMD +20

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Defense
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AC 15/19, touch 12, flat-footed 15 (+4 armour, +2 NAC, +3 Dex)
hp 43 (1d10+1, 6d6+6)
Fort +5, Ref +5, Will +5

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Offense
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Speed 30 ft. Swim 30ft

Scorpion Whip +7 (1d4+3/20)(Reach, Disarm,Trip)
Bite +7 (1d3+3/20)
Claws *2 +7 (1d3+3/20)

Ranged

Favoured Class
+1 Skill Point Sorceror (+6)

Feats
Eschew Materials
Weapon prof - Whip
Leadership - 15 Followers 20/2/1

Arcane Strike (+2 dmg)
Extra Traits
Persistant Spell

Traits
Blood of Dragons (Low-Light Vision)
Magical Knack (+2 CL up to level)
Magical Lineage (-1 metmagic level) (Slow)

Lucky Organization: Once every three Event phases in the Downtime rules, if you don't like one roll for the random event the GM presents for your organization, you can ask for a reroll. You must take the result of the second roll, even if you like it less.

Skills: 27
Swim(Str) +15 (1R +8 Race)
Climb(Str) +7 (1R)

Linguistics(Int) +5 (1R)
Knowledge (Local) (Int) +5 (1R)
Knowledge (Nobility) (Int) +5 (1R)
Appraise(Int) +5 (1R)
Spellcraft(Int) +8 (4R)

Perception(Wis) +15/18 (7R +5 Eyes/+3 Owl familiar)
Sense Motive(Wis) +4 (3R)

Diplomacy(Cha) +18 (7R +3)
Intimidation(Cha) +12 (1R +3)
Use Magical Device (Cha) +9 (1R)

Languages Common, Draconic,

Spellcasting
Bloodline : Arcane
Sorceror Spells Known 0:7, 1:5 2:3 3:1
Sorceror Spells
(CL 7th; DC 15 + Spell Level, Concentration +8) . .
3rd (4/day)—Slow
2nd (6/day)—Glitterdust, Invisibility, Burning Arc, Mirror Image
1st (7/day)—Identify, Snowball, Prot from Evil, Mage Armour, Vanish, Shocking Grasp
0 (at will)—Ghost Sound, Light, Mage Hand, Detect Magic, Message, Prestidigitation, Mending

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Class Abilities:
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Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1.

This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

*** Familiar Owl "Socks" +3 sight based per low light.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

Gear:

Combat Gear:
Scorpion Whip

Magical Items
Headband of Alluring Charisma +4
Circlet of Persuasion (+3 Cha Rolls)
Eyes of the Eagle (+5 Per)
Necklace of Natural Armour +1
Handy Haversack
Sleeves of Many Garments
Lesser Metamagic Rod - Extend 3/day
Belt of Incredible Dexterity +2
Travellers Any-Tool

Other Gear:
Handy Haversack (-/5)

[Haversack contents]
Bedroll (1sp/5)
Winter Blanket (-/3)
Waterskin * 3 (3/12)
Trail Rations * 10 (10/10)
50ft Silk Rope (10/5)
Grappling Hook (1/4)
50ft Twine
Tent Small (10/20)

Starting Gold: 23500gp
Gold Left: 1000gp sp cp


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Special Abilities
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Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks
Languages: Xenophobic (0 RP) Lizardfolk start knowing their racial language only.
NAC +1

The Lizard Pier:

Artisan's Workshop
Earnings gp, Goods, or Influence +10
Masterwork tools for carpentry
Create 9 Goods, 9 Labor (360 gp); Time 20 days; Size 8–16 squares

Bunks
Earnings gp or Labor +8
Create 7 Goods, 4 Influence, 7 Labor (400 gp); Time 24 days; Size 15–35 squares
House 10

Craftspeople
Earnings gp, Goods, or Labor +4
Create 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days; Size 3 people 2 Carpenters and a Sailmaker

1 Dock
Earnings gp, Goods, Influence, or Labor +12
Create 7 Goods, 2 Influence, 6 Labor (320 gp); Time 20 days; Size 10–30 squares

1 Office
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 2–5 squares

2 Storage Warehouses
Earnings gp +2
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 4–8 squares

Sakaans human and lizardfolk followers and employees work together to clean, fix and re-supply ships that dock here nad sometimes provide goods partage.
The business caters to ships by allowig them a place to dock and offload cargo and conduct repairs and source supplies and organise their goods to be ported to wherever they need to be. The lizardfolk are very capable of checking and fixing the underwater parts of a ship often finding and fixing issues before they become problems at sea.
The "Lizard Pier" is gaining a good reputation amongst the sea captains for reliable and capable service.

Description:

Sakaan is a huge Lizardman, he has a maw filled with sharp teeth and inch long claws on the end of each finger. He has dark green, almost brown scales and black spiked ridges that run down his back and continue down his 4 foot long tail. Sakaan is well muscled and well dressed he goes to great lengths to make himself seem cultured as compared to some of his savage kin. His force of personality and diplomacy have allowed him to become somewhat of a leader in the local community.

He has sleeves of many garments which he uses extensiveley to always be dressed well around other people to lessen his fearsome aspects.

Sakaan has several scars that cross his scales, a deep scar on the left side of his face has cut through several scales. His voice is deep and deliberate and words are interspersed with sibilant hisses.

Height: 6'4"
Weight: 250
Age: 30

Background:

Home is his village near the mouth of the Storval River, where it joins the Storval Deep Lake in Northern Varisia.

Sakaan was born on the night of a comet, a very auspicious sign amongst his tribe, when he reached adulthood he was taken in by the tribal shaman. The shaman taught Sakaan many mysteries, and helped him realise that he would wield great power, the shaman helped him contain and mold that power allowing him to wield arcane powers. His tribe were goodly folk and they worshipped the Empyreal Lord Jalaijatali, Lady Rillsong, she who holds sacred the songs of the flowing waters, the trickling brook and the crashing waterfall. He was pushed every day to train his body and mind and to lead sorties against the tribes enemies he did this wielding his magical powers and inspiring his warriors.

One day he and his band of warriors were ambushed by human slavers when they attacked a tribe of Gnolls that had moved into the area, little did he know that this was a trap set by the slavers and their Gnoll servants.

He and several of his tribe were taken captive, Sakaan was kept passive by the good treatment of his people, he was taken to Absalom there to be sold into slavery as a valuable commodity.

He was purchased by a seafaring merchant Kendril Gerst who wanted the water affiliated lizardfolk for his shipping business. The merchant was wise and he treated his slaves well in return for their faithful service, he even managed to convince Sakaan to utilise his powers for the merchants benefit, over time Sakaan learned the merchants business and learned how to deal with humans and society in general.

Kendril became quite ill one winter and he decided for his health to move to Osirian where the weather was warmer and his daughters family could look after him. In a fit of benevolence he made Sakaan and his people free and then he gave ownership to Sakaan of a new business venture the "Pier" that he had invested in, mainly because of Sakaan's advice. This was also done just to see what would happen and to give Kendril something to look back and chuckle at.

Sakaan saw this as a sign that he was destined for greater things and so did his lizardfolk companions. Sakaan set about making sure the authorities knew of these changes and he set about settling his people in and finding capable people to help in the business. Sakaan himself lent himself to mercenary duties taking jobs that would bring him coin and provide resources for his fledgling enterprise. It was on one of these missions that he met Osik Ossyuan, they strived together and at the end Osik had no set home but he desired to stay in Absalom. Sakaan offered him the opportunity to help his business as the human face and sometimes enforcer.

Personality:

Sakaan treats all with benevolence, he spends money to help the local people so that they will accept and help the monstrous lizardfolk in their midst.
Lizardfolk stats taken from Paizo Prd
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/exampleRac es.html#other-race-examples

List of driving forces, aspirations or secret desires

Savage: He sometimes forgets that he is in civilised society and not back amongst his people where survival is the paramount rule.
Destined: He believes he was a born a Scion (http://paizo.com/pathfinderRPG/prd/monsterCodex/lizardfolk.html) and is destined to become a great leader amongst his people and help bring them to Absalom where they can enjoy the bounty of civilisation.
Student of Peoples Sakaan has studied the tactics of society and the ways of people since he was a child, he analyses social situations tactically and always tries to come up with a diplomatic solution if he feels it is possible.