Lizardfolk Sorcerer

Sylthara Flamescale's page

14 posts. Alias of bigrig107.


Full Name

Slythara Flamescale

Race

Lizard

Classes/Levels

Oracle of Flame 1 HP: 10/10 | AC: 17 (11 Tch, 15 Fl) | CMB: +3, CMD: 16 | F: +2, R: +2, W: +1 | Init: +2 | Perc: -1 | Speed 30ft | Active conditions: None

Gender

female

Size

Medium

Languages

Common, Lizard

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Sylthara Flamescale

Appearance Ref

Sylthara Flamescale:

Female Lizard Oracle (Flame) (Dual-Cursed)
CN Medium Animal (lizard)
Init +2, Senses darkvision (60 ft.); Perception +
=================================================
DEFENSE
=================================================
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 nat)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +1
Resistances
=================================================
OFFENSE
=================================================
Speed 30 ft.

Melee:
bite +3 (1d3+3), 2 claws +3 (1d4+3)

Ranged:
sling -2 (1d4+1) (20 bullets)

=================================================
Special Abilities:

Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell's DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Gaze of Flames (Su): You can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow you to see normally. At 7th level, you can gaze through any source of flame within 10 feet per oracle level, as if using clairvoyance. You can use this ability for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

=================================================
STATISTICS
=================================================
Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 16,
Base Atk +0; CMB +3; CMD 16

Feats:
Extra Revelation (gaze of flames)

Skills
Diplomacy +8 (+3 class, +1 rank, +3 Cha, +1 trait)
Heal +3 (+3 class, +1 rank, -1 Wis)
Knowledge (history) +4 (+3 class, +1 rank)
Knowledge (religion) +4 (+3 class, +1 rank)
Spellcraft +4 (+3 class, +1 rank)

Languages Lizard, Common

Combat Gear
Dagger, sling with 20 bullets

Other Gear
oracle's kit, leather lamellar

Traits:
High Above: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill. Your family motto is “High Above.”

Affinity For the Elements (fire): +1 DC to (fire) spells

=================================================
SPECIAL ABILITIES
=================================================

Oracle Curses (dual-cursed)
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

Cold-blooded: Your blood turns sluggish without sufficient heat, and you must seek warmth and shelter earlier than most. This oracle curse is common among lizardfolk and other oracles with the reptilian subtype. You take a –4 penalty on saves against cold spells and effects, and whenever you fail such a saving throw, you are staggered for 1 round. You can survive without food four times longer than a typical creature of your species before you begin to starve.

=================================================
Lizard Racial Traits
=================================================
-Ability Score Modifiers: Flexible (+2 Str, +2 Con)

-Natural Armor: Lizardfolk have tough scaly skin, granting them a +1 natural armor bonus.

-Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks

-Natural Attacks: Bite (1 RP) 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.

-Natural Attacks: Claws 2 (RP) Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Favored Class Bonus (+1 skill rank)

Spellcasting:
Caster Level 1, Concentration +4

Spells Known
(DC 13) 0- spark, detect magic, guidance, light
(DC 14) 1- cure light wounds, burning hands (DC 15), obscuring mist, shield of faith

Per Day
1: (2)

Background:
Nestled at the edge of the endless wetlands, Marshwood Hill is a quiet place where the fog blankets the land, and the air hums with the murmur of unseen creatures. It was here, in a hollow warmed by the steam of underground springs, that Sylthara Flamescale hatched into the world. Like her kin, she was born to a life of solitude and quiet survival, but from the moment she cracked free of her shell, it was clear she was no ordinary hatchling. Her hands were already seemingly burnt to a crisp, touched by that natural power that dwells within her.

The marsh seemed to whisper to her throughout her childhood, the damp air alive with unseen heat. At first, Sylthara's family mistook the warmth radiating from her scales as some harmless oddity. But the spark within her soon revealed itself as something far greater. Flames that obeyed no natural law flickered to life around her claws, and visions of a great serpent wreathed in fire danced behind her eyes. While her kin cowered from this strange power, Sylthara embraced it. It was not a curse—it was a blessing, a sacred gift from the marsh spirits or perhaps something older and far greater. Whether or not the great serpent was true to this world or merely a representation of the fire within her, Sylthara was not sure.

As she grew, Sylthara fiery powers only intensified. Her visions became more vivid, showing her the wild lands beyond the darkest groves of Mossflower Wood, where cold shadows reigned unchecked. To her, these lands were barren and stagnant, starved of the warmth and light of the flame. The fire that burned within her was no mere accident of birth—it was a calling, and she would be the one to deliver its light.

Her awakening came in the heart of the marsh, at the site of an ancient, charred tree struck long ago by lightning. Here, she believed she communed with the serpent of flame, the source of her visions, which whispered of a grand purpose: to spread the fire to places long shrouded in darkness, to cleanse and renew the wilds with its purifying touch. The serpent’s words burned in her heart like an eternal ember, igniting a fierce devotion that shaped her path forward. Whether or not this powerful serpent truly exists still isn't known to Sylthara, and she desperately wants to seek it out if it does exist.

Sylthara now views herself as the prophet of flame, tasked with spreading its gift to the world. While others might see fire as a destructive force, she believes in its transformative power—how it clears away rot to make way for new life. Her philosophy is both inspiring and unsettling, for she sees no boundary between destruction and renewal. The old and stagnant must burn, and the fire must be carried into the darkest corners of the world.

In her eyes, the lands beyond Mossflower Wood are trapped in shadow, ruled by forces that fear the light of change. Sylthara's faith in fire drives her to venture beyond the marsh, her burning presence a symbol of both hope and warning. While she defends Marshwood Hill fiercely, her true mission lies in spreading the fire beyond her home, bringing its light to creatures who shun it and forcing them to confront its power.

Though her zeal sometimes frightens those around her, Sylthara is not without compassion. She sees herself as a teacher, a guide who brings the wisdom of fire to those brave enough to accept it. But to those who resist, she offers no mercy. To her, fire is a gift, but it is also inevitable—whether as warmth to nurture or flame to consume, it cannot be denied. And neither will she.