Lizardfolk

Skaav's page

20 posts. Alias of Oceanshieldwolf.


Full Name

Skaav

Race

HP 18/18| AC: 18| Fort: +5; Ref: +8; Will: +5 | Per +5 | Spd 25 ft. |

Classes/Levels

Hero Points: 1| ◆ ↺ ◇ Survival +3, Stealth +6, Acrobatics +6, Athletics +6

Gender

Male Lizardfolk (Unseen) Rogue (Ruffian) 1|

Special Abilities

Sneak Attack, Surprise Attack, Twin Feint, scatter scree

Strength 3
Dexterity 3
Constitution 2
Intelligence 1
Wisdom 0
Charisma 0

About Skaav

◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction

Ancestry: Iruxi:

Hit Points 8
Size Medium
Speed 25 feet
Ability Boosts Strength Wisdom, Free
Ability Flaw Intelligence
Languages Common, Lizardfolk. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, Amurrun and any other languages to which you have access (such as the languages prevalent in your region).
Traits Lizardfolk Humanoid Claws
Unarmed Attack Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
Aquatic Adaptation Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.

Heritage: Unseen Lizardfolk:

You can change your skin color to blend in with your surroundings, making minor shifts with a single action and dramatic changes over the course of an hour.

When you're in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the minor, single-action application of this ability to make localized changes that help you blend into your surroundings, gaining a +2 circumstance bonus to Stealth checks until your surroundings change in coloration or pattern.

Background: Outskirt Dweller:

While Willowshore is a lovely small town, even a population of 200 is a bit much for you. Whether you grew up in the town’s outskirts, or you grew frustrated and overwhelmed with town life and decided to move to the fringes, you’re only really at home when you’re surrounded by nature. You don’t look down on those who live in town, and you might be among the hunters, trappers, fishers, or herbalists who provide important support to those who lack such forestry skills.

Your home is on the outskirts of Willowshore and might not even be represented by an actual building on the map. With the GM’s permission, you might even dwell in a small building further out in the Willowshore hinterlands, but no further than a couple of miles from town.
During the Reenactment Festival, you likely showed up late and weren’t intending to stay for long, but your friends and allies (the other PCs) convinced you to stick around. You were chosen to be an abductee during the Reenactment Festival at the last minute when someone else had to back out (perhaps as a result of overindulging during the feast), and your friends (the other PCs) convinced you to join them on what would be a fun, shared experience. And since it involves sleeping out under the stars in the woods, well, that’s a pretty lovely way to end an evening!
Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.
You’re trained in the Nature skill and the Hunting Lore skill. You gain the Terrain Expertise (forest) skill feat.

Seasonal Boon [free-action] Trigger You’re about to roll initiative; Effect Something about the situation triggers your defenses, allowing you to react to sudden peril more quickly. You gain a status bonus to your initiative roll equal to the number of seasons since you’ve started Season of Ghosts (+1 during the first adventure, up to a maximum of +4 during the fourth and final adventure). If you can communicate a warning to other PCs, they gain this bonus to their initiative as well.

Class: Rogue:

Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception
Expert in Perception

Saving Throws
Trained in Fortitude
Expert in Reflex
Expert in Will

Skills
Trained in Stealth
Trained in one or more skills determined by your rogue's racket
Trained in a number of additional skills equal to 7 plus your Intelligence modifier

Attacks
Trained in simple weapons
Trained in the rapier, sap, shortbow, and shortsword
Trained in unarmed attacks

Defenses
Trained in light armor
Trained in unarmored defense

Class DC
Trained in rogue class DC

Rogue's Racket
As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket.

Sneak Attack
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Rogue Feats
At 1st level and every even-numbered level, you gain a rogue class feat.

Skill Feats
You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.

Rogue Racket: Ruffian:
You prefer to strong-arm or intimidate others rather than rely on finesse or fancy tricks. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power. Or, you might use your skills on the up and up, in a private security detail or as a guard in a city with the right temperament.

You use whatever tools you have at hand to get the job done. You can deal sneak attack damage with any simple weapon, in addition to the weapons listed in the sneak attack class feature. When you critically succeed at an attack roll using a simple weapon and the target has the flat-footed condition (unable to focus on defending itself), you also apply the critical specialization effect for the weapon you're wielding. You don't gain these benefits if the weapon has a damage die larger than d8 (after applying any abilities that alter its damage die size).

You're trained in Intimidation and medium armor. You can choose Strength as your key ability score. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.

Ancestry: Iruxi Ability Boosts: Str, Dex
Background Ability Boosts: Con, Dex
Class: Rogue Ability Boosts: Str
Four free ability boosts: Str, Int, Con, Dex

Name Skaav

Race Iruxi
Class Rogue 1
Ability Scores: Str +3, Dex +3, Con +2, Int +1, Wis +0, Cha +0
Perception: +5 (T/E/M/L)
Speed: 25 ft.
Languages: Common
Background: Outskirt Dweller

DEFENSE
AC 18
Saving Throws: Fort +5 (T/E/M/L), Ref +8(T/E/M/L), Will +5 (T/E/M/L)
HP: 18

OFFENSE
MELEE
Harpoon ◆ 1d20 + 6 (T/E/M/L), 1d8 +3 P
Kama ◆: 1d20 + 6 (T/E/M/L) 1d6 + 3 S Agile, Trip
Club ◆: 1d20 + 6 (T/E/M/L) 1d6 + 3 B
Longspear ◆: 1d20 + 6 (T/E/M/L), 1d8 +3 P Reach
Dagger ◆: 1d20 + 6 (T/E/M/L) 1d4 + 3 P/S

RANGED
Harpoon ◆: 1d20 + 6 (T/E/M/L), 1d8 +3 P 30 feet
Dagger ◆: 1d20 + 6 (T/E/M/L) 1d4 + 3 P/S 10 feet
Club ◆: 1d20 + 6 (T/E/M/L) 1d6 + 3 B 10 feet

CANTRIP
Scatter Scree
Cast somatic, verbal
Range 30 feet; Area two contiguous 5-foot cubes
Saving Throw basic Reflex; Duration 1 minute

You evoke a jumble of rocks in the area. The scattering rocks deal 2d4 bludgeoning damage to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree.

If you cast this spell again, any previous scatter scree you have cast ends.

Heightened (+1) The damage increases by 1d4.

FEATS
Ancestry Feats:
Bone Magic
Your connection to your iruxi ancestors manifests as a simple primal spell that you cast using a fragment of an ancestor's bones. Choose one cantrip from the primal spell list. You can cast this cantrip as a primal innate spell at will, and it's heightened to a spell level equal to half your level rounded up.

Class Feats:

Twin Feint ◆◆
Requirements: You are wielding two melee weapons, each in a different hand.
You make a dazzling series of attacks with both weapons, using the first attack to throw your foe off guard against a second attack at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically flat-footed against the second attack. Apply your multiple attack penalty to the Strikes normally.

General Feats: -

Skill Feats:
Terrain Expertise
Prerequisites: trained in Survival
Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in one of the following types of terrain, chosen when you select this feat: aquatic, arctic, desert, forest, mountain, plains, sky, swamp, or underground.

Battle Medicine
Prerequisites trained in Medicine
Requirements You're holding or wearing a healer's toolkit.

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Free Archetype:

SKILLS

Background: Nature, Hunting Lore
Class: Stealth, + 7 (Acrobatics, Athletics, Diplomacy, Crafting, Survival, Thievery
Racket: Intimidation
Intelligence: Medicine

2nd level skill increase:

Acrobatics: +6 (T/E/M/L)
Arcana: +1 (T/E/M/L)
Athletics: +6 (T/E/M/L)
Crafting: +4 (T/E/M/L)
Deception: +0 (T/E/M/L)
Diplomacy: +3 (T/E/M/L)
Intimidation: +3 (T/E/M/L)
Lore: +0 (T/E/M/L)
Lore (Hunting) +4 (T/E/M/L)
Medicine: +3 (T/EM/L)
Nature: +3 (T/E/M/L)
Occultism: +1 (T/E/M/L)
Performance: +0 (T/E/M/L)
Religion: +0 (T/E/M/L)
Society: +4 (T/E/M/L)
Stealth: +6 (T/E/M/L)
Survival: +3 (T/E/M/L)
Thievery: +6 (T/E/M/L)

EQUIPMENT
DEFENCE
Niyahaat, 5 gp; Bulk 2; AC Bonus 3; Dex Cap 2; Check Penalty 2; Speed Penalty 5; Strength +2; Bulk 2
Buckler, 1 gp; Bulk L; AC Bonus +1; Hardness 3HP (BT) 6 (3)

6 gp; 2 Bulk, 1 L

OFFENSE
Harpoon, 1gp; 1d8 P; Bulk 1 Range 30 ft. (Thrown 30 ft, tethered)
Longspear, 5 sp; 1d8 P, Bulk 2 (Reach)
Club, 0 gp; 1d6 B, Bulk 1
Kama, 1 gp; 1d6 S; Bulk L (Agile, trip)
Dagger, 2 sp; 1d4 P; Bulk L, (Agile, finesse, thrown 10 ft, versatile S)

3 gp, 7 sp; 4 Bulk, 2 L

Misc. Equipment:
Bandolier x2, 2 sp
3 Oil, 3 cp,
Net, 1 gp, Bulk 1
Primal Symbol, 1 gp
Rations, 4 sp Bulk L
Rope 5 sp, Bulk L
3 Torches, 3 cp, Bulk 3L

3 gp, 1 sp, 6 cp; 1 Bulk, 5 L

Funds starting: 15 gp
Funds spent: 12 gp, 8 sp, 6 cp
Funds remaining: 2 gp, 1 sp, 4 cp