Lizardfolk Sorcerer

Tak_Starscale's page

94 posts. Alias of Archae.


Full Name

Tak Starscale

Race

Bloodrager Level 5| HP: 28/35 | AC: 20 / T: 13 / FF: 18 / Resist: 5 Elec,| Fort: +6, Ref: +4, Will: +2|, CMD:19 | Init: +3, Perception: +8

Classes/Levels

Purple scaled Kobold

Gender

Male

Size

Small

Homepage URL

Character sheet

About Tak_Starscale

Small- +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Trait's and feats:

Dragonmaw Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.

Day Raider You're one of the few kobolds born with a greater tolerance for sunlight. You don't have light sensitivity, and you have low-light vision instead of darkvision. This racial trait replaces light sensitivity and darkvision.

Gliding Wings Some kobolds are born with wings that, while too weak for actual flying, do allow them to fall at a very slow and safe pace. A kobold with wings can use them to glide. It can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, it may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet it falls. This racial trait replaces crafty.

Purple Scales (Kobold)
Your outlandish purple scales made you an outcast from your tribe and forced you to survive in isolation at the edges of kobold society. While wandering alone you contacted several other underground races and expanded your linguistic repertoire.

Benefit: In addition to speaking Draconic, you begin play with the ability to speak one of the following: Aklo, Dwarven, Goblin, or Undercommon. Dwarven

Feats

Power Attack

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Toughness

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Furious Focus (Combat)

Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Class abilities:

Weapon and Armor Proficiency
An urban bloodrager isn’t proficient with shields. This alters the bloodrager’s weapon and armor proficiencies.

Controlled Bloodrage
When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.

This ability alters bloodrage.

Restrained Magic (Su)
At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area.

This ability replaces blood sanctuary.

Fast Movement (Ex)

A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

Uncanny Dodge (Ex)
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Dragonic bloodline

Claws (Su)

At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Draconic Resistance (Ex)
At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Blood Sanctuary (Su)
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Blood Casting (Su)
At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Eschew Materials
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements.
This ability alters the bloodline class feature.

Improved Uncanny Dodge (Ex)
At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.

Spells:

Magic Gear:

Gloves of Reconnaissance

Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud.

EFFECTS

On command, the wearer can use the gloves to see and hear through solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves once per day for up to 1 minute. The wearer must wear the gloves continuously for 24 hours before activating this ability.

Cracked Dusty rose prism ioun stone- +1 Initiative

Background:

Concept

1) Tak is the son of a Female Blue dragon (Freya) and the Kobold head of his tribe (Kobold Sorcerer named Thask). He was raised and Trained from a young age to be a "Dragon Disciple" but his training was cut short when a group of mercenary adventurers (Chaotic Good) killed his entire tribe and his mother.

2) Due to his Training being cut short Tak... never quite learned to fully control his rage and occasionally loses control, much to his disappointment. As an Honorable lizard...Kobold...Dragon man he feels he has a certain level of honor to uphold and losing control defeats that.

3) Tak, despite looking like a short wall of walking angry muscle, isnt dumb. He studies and thinks a lot more than given credit for. He meditates and hones his mind and trains daily, mostly because he has few hobbies or really no concept of "Fun or goofing off"

Secrets

1) Tak Often refers to Bringing the Mercenaries who killed his clan. when doing so he says he will bring them to justice...By justice he means to kill them, though he never says kill directly.

2) Tak's mother, the Dragon was terrorizing local villages, though he doesn't know that, nor does he believe the stories he's heard of such things

Contacts

1)Tak doesn't have very many contacts, but he is well known among guardsman for assisting when needed, often free of charge.

Goal

1)Tak will generally assist any other party members goals, so long as they assist him in turn.

2) Tak wishes to bring the mercenaries to justice as well as establish order and control among Kobolds so they can become a more civilized race

Fear

1) Tak is afraid of Bugs and Insects, a deeply fearful reminder of his clans rotting corpses and the bug and flies around them.

Positive Trait and Flaw

Positive) Tak Helps people free of charge and if they need it with no expectation of reward.

Flaw) Tak isnt the epitome of joy and kindness on first look. He can be grumpy, or just too quiet. He's not a socialite really

Appearance and Personality

Tak is Large (For being a short guy) Being more muscle than anything else. He's an Azure scaled Kobold with Long horns and Gold eyes.

He's somewhat grumpy, gruff but also Honorable and a generally good guy.