Lizardfolk

Shessik's page

60 posts. Alias of Jesse Heinig.


Full Name

Shessik

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

19

Alignment

Neutral

Location

Phaendar

Languages

Draconic; Common (Taldane)

Occupation

Hunter

Homepage URL

Picture

Strength 18
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 13
Charisma 10

About Shessik

Shessik
Male lizardfolk ranger 4
N medium humanoid (reptilian)
Init +1; Senses Perception +8

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Defense
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AC 21, touch 11, flat-footed 20 (+4 armor, +2 natural armor, +4 shield, +1 Dex)
HP 44 (4d10, +12 Con, +4 favored class)
Fort +7 (+4 base, +3 Con), Ref +5 (+4 base, +1 Dex), Will +2 (+1 base, +1 Wis)

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Offense
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Speed 30 ft., swim 30 ft.
Melee Bite +8 (1d3+4/20/x2; piercing)
Melee Bite (secondary) +3 (1d3+2/20/x2; piercing)
Melee +1 falcata +9 (1d8+5/19-20/x3; slashing)
Melee 2x claws +8/+8 (1d4+4/20/x2; slashing)
Ranged Masterwork darkwood composite longbow (mighty +4) +6 (1d8+4/19-20/x2; piercing; 110 ft.)
Ranger Spells Prepared: (CL 1st; concentration +2)
• 1st—resist energy

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Statistics
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Str 18, Dex 13, Con 16, Int 12, Wis 13, Cha 10
Base Atk +4; CMB +8; CMD 19
Languages: Draconic; Common (Taldane)

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Feats
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Level 1
Exotic Weapon Proficiency (Combat): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Chosen weapon: Falcata

Ranger 2 combat style
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Ranger 3
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Level 3
Missile Shield (Combat): You are skilled at deflecting ranged attacks with your shield.
Prerequisites: Dex 13, Shield Focus.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.

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Traits
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Ironfang Survivor (Campaign): Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles.
Benefit: You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

Savage (Social): You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts.
Benefits: You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.

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Adventuring Skills
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Total skill ranks: 28 (24 ranger, +4 Int; 8 background skills)

Climb +11 (4 ranks, +3 Str, +3 class skill)
Handle Animal +7 (4 ranks, +3 class skill)
Knowledge (nature) +9 (4 ranks, +1 Int, +3 class skill, +1 trait)
Perception +8 (4 ranks, +1 Wis, +3 class skill)
Stealth +8 (4 ranks, +1 Dex, +3 class skill)
Survival +8 (4 ranks, +1 Wis, +3 class skill)
• +1 trait bonus to get along in the wild
Swim +19 (4 ranks, +4 Str, +3 class skill, +8 swim speed)

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Background Skills
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Knowledge (geography) +8 (4 ranks, +1 Int, +3 class skill)
Profession (fisherman) +8 (4 ranks, +1 Wis, +3 class skill)

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Gear
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Total starting wealth: 6,000 gp

Explorer's outfit (free)
+1 falcata (2,318 gp, 4 lbs.)
+1 hide shirt (1,170 gp, 18 lbs.)
+1 heavy darkwood shield (1,257 gp, 5 lbs.)
Masterwork darkwood composite longbow (830 gp, 1½ lbs.)
20 durable cold iron arrows (20 gp, 3 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
{
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (2 gp, 1 lb.)
• Flint and steel
• Torches, 10 (1 sp, 10 lbs.)
• Trail rations, 6 (3 gp, 6 lbs.)
• 348 gp, 3 sp
}

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Special Abilities
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Lizardfolk

Ability Score Racial Traits: +2 Str, +2 Con.
Size: Medium
Type: Humanoid (reptilian)
Base Speed: 30 ft.
Languages: Draconic.
Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks.
Natural Attacks: Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Ranger 4

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

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Chosen Enemies: Humanoid (goblinoids) +2

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his 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 ranger 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.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Chosen combat style: Weapon and shield

Endurance (Ex): A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger 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, the ranger 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 ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Chosen terrain: Swamp +2

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

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Backstory
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Description: Shessik is a lean but powerfully-built lizard man, extremely tough, with dark green mottled scales that blend perfectly into swamp and dark forest, keen claws, and a strong tail. Like most of his kind he is strange to humankind, with a hunched gait while moving quickly and no discernable secondary characteristics. He has a broad snout, a powerful crocodilian jaw, and wide-splayed feet.
Unlike many lizardfolk, Shessik uses clothes and tools. Since he spends a significant amount of time in the wild hunting on his own, he tends to wear a thick brown shirt made of an indistinct animal hide, a very well-constructed pack of woven reeds and leather, and he carries a small hunting bow and a crudely-made gray iron falcata.

Scales: Dark green
Eyes: Green
Height: 6' 4"
Weight: 228 lbs.
Age: 20

Background: Shessik has lived in Nirmathas all of his life. He is aware that humans call the land here Nirmathas. He simply calls it "home."
Shessik is a clever lizard, not a sorcerer, but very wise in the ways of the wild. A good hunter. Strong, tough, able to survive famine and plague and wounds, all of which have come upon his people with increasing frequency as they clash with the hairy smooth-skins.
Shessik thinks that the humans have a different way of thinking. They think about "time," they think about "future," they make things to last for "future." They make walls, books, statues, things that will last beyond them, so that their young and their young's young will have these thing for the "future." Shessik thinks maybe this is something his people need to learn so that their young may also have "future."
Shessik learned the language of the humans - difficult to pronounce. He learned to talk to them, even though they are scared of them. Came to their tribe to trade and talk. Showed that they can work together, especially against the hairy smoothskins with tusks, the goblins and hobgoblins.
Shessik has fought the goblins and hobgoblins before. They hurt his people. He hates them.
Shessik is strange, but surviving is more than just for him, it is for all his people. Surviving means "have a future." Shessik is learning from the humans so that his people will survive.

Personality Traits: Shessik is smarter than most humans would expect, but he is reserved. The human language is difficult for him so he rarely speaks more than a few words at a time if he can help it.
In the wild, Shessik is a skilled hunter, stealthy and an excellent swimmer. He gets along reasonably with humans and elves, even though they usually fear him at first glance.
Shessik prefers raw or nearly raw meat but also eats vegetation and fruits. He is not an especially picky eater. He does not like wine or beer but will drink mead or tea (the latter something of a surprise to humans who expect him to be more "savage" than that). He has a strong paternal instinct even for human children, but he sees dogs and cats as potential food.