Swirls mist comes from the north, where the land changes and times stand still. He lived in his home for his entire life, happy to stay where he belonged. The trouble came to him when his home changed, A diplomat came to his home and enticed the chieftain with visions of gold, slaves and power. Swirls mist tried to warn the chief, but he did not listen. The diplomat had intercepted him and his attempt to prevent his people from falling under the thumb of another failed.
His chieftain branded him a traitor, his life long companions rose at the call and Swirls mist ran.
appearance:
Swirls mist is uncommonly short for a lizardfolk male at 5'6'' his build is slight for those familiar with lizardfolk but the set of his bones reveal a stocky fortitude. His green hide is very thin, like that of a young snake with spines growing off his face and neck. The rest of his body darkens slightly but maintains the same color, a massive angry blot of deeper colors mars his neck,back and right leg. With a perpetual frown on his face he picks his movements and words carefully, almost birdlike in his caution. He wears a simple set of robes with armor and shield made of dull green scales, a spear over his back and a few trinkets and pouches on his belt.
Animal companion:
Unnamed ape
Male Animal, Ape (Animal, Ape +4)
TN Large Humanoid
Init +3; Senses Low-Light Vision, Scent (Ex); Listen +6, Spot +6
Languages
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AC 20, touch 12, flat-footed 17
. . (-1 size, +3 Dex, +5natural +3 armor)
hp 41 (6d8+12)
Fort +7, Ref +8, Will +4
SQ: Evasion
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Speed 30ft. Climbing (30 feet)
Melee weapon Bite (Animal, Ape) +5 (1d6+3) and
. . Claw x2 (Animal, Ape) +10 x2 (1d6+6) or
. . Trunk +8 (2d6+9)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +15
Combat Gear Masterwork Studded Leather
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Abilities Str 22 Dex 16 Con 14 Int 2 Wis 12 Cha 6
SQ Type - Animal
Feats Alertness, Toughness, Simple weapon Prof
Skills Climb +14, Hide -2, Listen +6, Spot +6
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Climbing (30 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect creatures within 15+ ft & follow tracks by sense of smell.
Type - Animal Unless otherwise noted animals have these features.
Swirls Mist CR 6
Male Lizardfolk Druid 6
NG Medium Humanoid
Init +1; Listen +11, Spot +12
Languages Common, Druidic, Draconic
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AC 17, touch 11, flat-footed 16
. . (+1 Dex, +5 armor, +1 shield)
hp 52 (6d8(+1)+18)
Fort +8, Ref +3, Will +9
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Speed 20ft.
Melee weapon Spear +4 (1d8)
Melee weapon Claws(x2) +4 1d4
Melee weapon Club +4 1d6
Ranged weapon Sling +8 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +4
Combat Gear Dragonhide Buckler, Dragonhide Breastplate, Spear, Sling, Club
Druid Spells Prepared (CL 6, +4 melee touch, +5 ranged touch):
3 (DC 17, 3/day) - , Spirit Jaws, Resist energy mass, Mass lesser vigor
2 (DC 16, 4/day) - creeping cold, Lesser restoration, Frost breath, Wood shape
1 (DC 15, 4/day) - produce flame, Shillelagh, Winged Watcher, Longstrider
0 (DC 14, 5/day) - Detect Magic, Detect Magic(), Guidance (), Light, Purify Food and Drink ()
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Abilities Str 10 Dex 12 Con 16 Int 12 Wis 18 Cha 8
SQ Link (Ex), Nature Sense (Ex), Resist Nature's Lure (Ex), Share Spells (Ex) Subtype - Lizardfolk, Trackless Step (Ex) Wild Empathy +6 (Ex), Wild Shape (1/day) (Su), Woodland Stride (Ex)
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Druid Weapon Proficiencies, Shield Proficiency, Companion , spellbond, Zen archery, Natural spell
Skills:
Appraise: +1
Balance +2 (+4race,-3ACP)
Bluff:-1
Climb:-3
Concentration: +13
Handle animal +5
Heal:+4
Hide:-2
Intimidate:-1
Jump:-2
Knowledge nature: +11
Listen:+11
Move silently:-2
Ride+1
Search:+1
Sense motive:+8
Spellcraft: +7
Spot:+12
Survival: +9 (11 above ground)
Swim: +5
Tumble (untrained)
UMD (untrained)
Use rope: +1
Race Special qualities:
Swimming: Lizardfolk have a swim speed of 15 feet. A lizardfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A lizardfolk can always choose to take 10 on a Swim check, even if distracted or endangered. A lizardfolk can use the run action while swimming, provided he swims in a straight line.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Natural Weapons: Lizardfolk possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the lizardfolk wields a manufactured weapon.
Well-Balanced: Lizardfolk receive a +4 racial bonus on Balance checks.
Possessions:
wood holy symbol x2, waterproof bag x2, Flint/tinder, skinning knife, sharpening stone, 1 wand Lesser vigor, Spell foci, rod of extend, lesser, 50ft hemp rope, 3 torches, +1Shortsword, assorted scrolls and potions.
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Link (Ex) You have a link with your Animal Companion.
Nature Sense (Ex) +2 to Knowledge (Nature) and Survival checks.
Resist Nature's Lure (Ex) +4 to saves against the spell-like abilities of Fey.
Share Spells (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Companion spellbond (feat) - You use your companion's share spells ability out to a range of 30 feet, rather than the standard 5 feet. You can cast touch spells to affect your companion at a greater range than normal. You can change a spell's range from touch to short (range of 25 feet + 5 feet per two caster levels) if the spell targets only your companion.
Zen Archery(feat)- You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll
Type - Humanoid
Subtype - Lizardfolk
Trackless Step (Ex) You leave no trail in natural surroundings.
Wild Empathy +6 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Natural spell(Feat) May cast spells in wild shaped form