Lizardfolk Sorcerer

Teuni-Hexa's page

387 posts. Alias of Corerue.

Full Name



hp 31/31 | AC 17 [18 Tiger], T 13 [14], FF 15 | F+6, R+5, W+2 | Speed 30 ft., swim 30 ft. | CMB +5; CMD 17 [18 Tiger] BAB +2 | INI +2 | Perception +8


Hunter 3rd |

Melee bite +5 (1d3+3), 2 claws +5 (1d4+3) Ranged longbow +4 (1d8/X3)
Skills Climb +7, H. Animal +5, Heal +5, Per +8, P- (Trapper) +5, Ride +5 Stealth +7, Survival +7 Swim +14




Medium 7' 5"


14 cycles

Special Abilities

Able to hold-breath a number of rounds equal to his con x4.


Chaotic Good




Stolen Lands - Wandering


Draconic, Elven and Common


Warrior, Nature Protector and Guide

Homepage URL

Hexa's t'inking place

Strength 16
Dexterity 15
Constitution 16
Intelligence 12
Wisdom 12
Charisma 9

About Teuni-Hexa


70 Mercenary Phrases
* the mischievous fey who live in the northern woods
* Breeg the trapper's habit of leaving traps in the northern woods
* the presence (and comparative rarity) of thylacines and tatzlwyrms.
* Hexa knows about a local druid known as "The Bee Man" because of his obsession with bees.
He is peaceful and open to trade, but Hexa finds him strange, even for a scaleless.

Survival checks and gathering Hides:

DM @Hexa, that would be fine.

We'll say that if the Survival total for hunting is above 20, the hide is completely intact. If the total is 15-20, about half the skin is usable, and below that it is not usable. Sound good?

Male lizardfolk hunter (divine hunter) 3 (Pathfinder RPG Advanced Class Guide 26, 95)
NG Medium humanoid (reptilian)
Init +2; Senses Perception +8
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +1 natural, +1 shield)
hp 28 (3d8+9)
Fort +6, Ref +5, Will +2
Speed 30 ft., swim 30 ft.
Melee handaxe +5 (1d6+3/×3) or
. . bite +5 (1d3+3), 2 claws +5 (1d4+3)
Ranged longbow +4 (1d8/×3)
Special Attacks bite
Domain Spell-Like Abilities (CL 3rd; concentration +4)
. . At will—lore keeper (17)
Hunter (Divine Hunter) Spells Known (CL 3rd; concentration +4)
. . 1st (4/day)—ant haul[APG] (DC 12), comprehend languages[D], cure light wounds, gravity bow[APG], lead blades[APG], summon nature's ally I
. . 0 (at will)—create water, detect magic, detect poison, mending, purify food and drink (DC 11), spark[APG] (DC 11)
. . Domain Knowledge
Str 16, Dex 15, Con 16, Int 12, Wis 12, Cha 9
Base Atk +2; CMB +5; CMD 17
Feats Outflank[APG], Point-Blank Shot, Rapid Shot
Traits armor expert, pioneer
Skills Climb +7, Craft (armor) +5, Handle Animal +5, Heal +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Knowledge (religion) +5, Linguistics +2, Perception +8, Profession (trapper) +5, Ride +5, Stealth +7, Survival +7, Swim +14
Languages Common, Common, Draconic
SQ animal companion (celestial parasaurolophus named Teuni-Tal), animal focus (3 minutes/day), domain (knowledge), hold breath, nature training, track +1, wild empathy
Other Gear wooden armor[APG], buckler, barbed arrow (20), handaxe, longbow, thorn arrow (20), backpack, bedroll, flint and steel, mess kit[UE], pot, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Mazludah, light horse, saddlebags, 7 gp, 1 sp

Materials - Leather Armor Studying for Armor Crafting - Fully Functional

Special Abilities
Animal Companion (animal companion (celestial parasaurolophus named Teuni-Tal)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (3 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bite (Ex) Prerequisites: Small or larger size.

Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for Small races, 1
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Hunter (Divine Hunter) Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 17.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Swim (30 feet) You have a Swim speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.

Chacta CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear saddlebags
Special Abilities
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.


Teuni-Tal CR –
Female celestial parasaurolophus (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2 91)
N Medium animal
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +5
AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
hp 20 (3d8-3)
Fort +2, Ref +7, Will +2
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5; SR 8
Speed 30 ft.
Melee tail slap +6 (1d6+1)
Special Attacks smite evil
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 10
Base Atk +2; CMB +3; CMD 18
Feats Dodge, Outflank[APG], Weapon Finesse
Tricks Attack, Attack, Attack, Attack Any Target, Combat Riding, Come, Come, Defend, Defend, Down, Down, Flank, Guard, Guard, Heel, Heel
Skills Perception +5, Stealth +8, Swim +5
SQ animal focus, attack, attack any target, combat riding, come, defend, down, flank, guard, heel
Special Abilities
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +3 to damage when used.
Spell Resistance (8) You have Spell Resistance.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.

This thick bodied dinosaur has a whip like tail and a long neck, it's head is topped by the crest of a backward curving horn. It bears the scars where chains had rubbed its scales through its skin and a circular scar where a skin tight collar once was. Its mottled green scales shine lustrously, showing it was well taken care of and it often stays very close to its master Teuni-Hexa.

Its backward curving horn is a copper red in color and around the arches of its eyes as well. The underside of its body is a yellowish desert sand color, which runs from the bottom of its jaw to the bottom of its tail tip.


With Emerald reptilian eyes and mottled green scales, Teuni towers over most sentient creatures at a whopping seven foot and four inches tall (7' 4"). Built with lean muscle and a strong healthy body he is quite the sight when he strides into view. Teuni wears little in the way of clothing, save for some worn belts and only what is needed to get through the day's activities with minimal ease.

Teuni's head frills are more brightly colored, only extending when he is surprised or trying to intimidate something by appearing larger. His body bares the scars of survival of the fittest, several criss cross his muscular chest and some of his muscles are deformed because of it. Those deformities a reminder of his fight with Veskat. He holds all the indications of heavy abuse since birth his rugged body is more than up to the task.

His tail bears a couple spikes, though too thin to be of much use aside from looking threatening. His legs are digitigrade, so he often has a slight hop as he walks but it improves his ability to sprint forward at high speeds when needed. When in the field he wears wooden armor, the same armor he crafted alone in the wild from various trees, coupled with his scales it helps him to blend into the environment around him.


Stoic Having endured a harsh life, Teuni is accustomed to staying the course with little complaint.

Athletic Climbing, Swimming and Hunting! If it involves heavy physical activity Teuni is the type that will go the distance. He seems to take immense pleasure in physical activities, often wrestling with his dinosaur companion in an effort to stay in shape. He avoids Chacta, because horse kicks hurt...

Curious Unlike his more insular kind, Teuni was forced to adapt to a world outside the swamp. To survive alone and possibly hunted by those that wish to eat him (Being Lizardfolk he assumes the world is a Dog eat dog world, since Meat is Meat.)

Gentle Part of his Curious nature means he is often proactive instead of reactive. He analyzes encounters before engaging possible hostile people, but those that have traded with him have found him to a be a gentle giant. Saving his wrath for those who wish to harm him.

Warrior-born Like all of his kind he was born with Teeth, claws and the ability to walk at birth. Unlike weaker sentient species Lizardfolk are taught at a young age to fight like hell to survive. Because those who don't get eaten. So when pressed into combat Teuni fights with all of his heart and vigor to either defeat the foe or escape alive with his allies.

Teuni-Hexa was part of the same clutch as Veskat. He had called Veskat his clutch brother as the pair fought their way to the top of their clutch. Though Teuni always remained Veskat's weaker brother, they had survived together. Veskat was naturally more advanced then most of their kind, a true exemplar to the legacy of primordial strength. They survived together through lean summers and leaner winters until they came of age. Although Veskat had always been bigger and stronger, Teuni possessed a natural spirit that made him one with the land and natural born survivalist.

Teuni's ability to emulate the creatures of the land gave him strength and understanding that his clutch-brother could not ever fathom. Veskat often sneered at Teuni's 'weakness' purporting that raw strength was all one needed. Though Teuni agreed, he never stopped pursuing strengthening his bond to nature. Often studying and exploring to his heart's content, delving the ruins of a land that had effortlessly thrown off all would-be conquerors time and time again.

As Teuni skills grew, Veskat became more aggressive in taking control of the tribe. While Teuni ranged farther afield to practice his hunting and bow skills. Veskat was defeating the able bodied warriors of the village. While Teuni was on one of his extended hunts is when he stumbled across a strange awe-inspiring beast, a scaled creature that towered over him and bore a single crested horn. It took him some time to calm it and even longer to form a bond with it. It had a massive metal collar about its neck and a long chain that had trapped it to a copse of trees, it was afraid and skittish. Which Teuni understood from the signs of scars on its sides and legs. When the Bond was fully formed he put in great effort to have the collar and chain removed.

Seeking the aid of an odd couple of humans at a run down trading fort. Oteg and Svenlana. Oleg had tools and Teuni was able to keep the beast, now known as Teuni-Tal, Calm as they removed the collar and chain. After paying the pair in hides and what little coin he had found in the wilds, he returned to his village with his companion in tow.

By the time he had returned Veskat had obtained his coveted title of Chieftain. Only Teuni remained as a threat to him and Veskat now took council from his 'Warrior Spirit'. Which advised him to defeat his clutch-brother. To which Teuni was surprised because he never wanted to be chief, for becoming that would mean he was confined to a smaller area when he loved the freedom to roam. But the Warriro Spirit accused him of trying to overthrow Veskat, citing the large beast as evidence of his coming betrayal. By then his protest was falling on deaf ears and his clutch brother attacked him savagely.

Knowing now it was was life or death Teuni fought bravely, using all his skill and despite his efforts he was defeated. Having defeated him Veskat hesitated and the Warrior Spirit egged him on to kill Teuni but Teuni-Tal was swifter. Biting down on Teuni's back straps she was able to flee the village with the unconscious Teuni.

When Teuni awoke he was back near the rundown ruin with a glaring Oteg and a worried looking Svenlana watching from the wooden walls. It took time for him to recover, being used to a hard life already and together the strange pair survived their first winter together in a den they dug into the earth together. He practiced with his bow as much as he could, specializing in striking when his prey couldn't see him. Though his body was sluggish in the winter he was far from beaten by nature alone.

The next summer they found a new companion in a wild light horse that had broken its tether but was starving because of the bridle still between its teeth. It didn't take long to befriend the light horse who became known as Chacta. The strange Trio are inseparable, trading furs with the rundown fort and its owners. Often Teuni traded for bowls of Svenlana's strange stew and learning their tongue. Which he could speak in a simple manner now, though often broken.

Through Svenlana he found what Scaleless called faith something that was strange to Teuni. She had enlightened him to less grim practicality, leading him away from the practices of his kin. Which has further shakened His belief in spirits. So now he carried the symbol of Mazludeh. Believing in the Mother of Hearth and Wall over the dead ancestors. This strange faith has drawn him closer to the scaleless. He found Svetlana's teachings to be very powerful in changing his way of thinking. She was the one that had beaten the idea that Meat was Meat out of him.

She taught him about different survival techniques, mainly about plants and roots. How to harvest and identify poisonous and edible items. Which has steadily lead him away from his once oractical ways of thinking. Especially aince his companions were not meat eaters...

He had a strong respect for Otegs stubborn and rough nature. Oteg had refused his help in their troubles, citing that Teuni's involvement would make things worse for them. So he has stayed out of their fight unless needed, though it doesnt stop him from hunting the Stag Men. Busily hunting the humans bandits, especially those that sought to deal him harm...

Thorn arrow poison:

Poison Thorns (Ex) Roseblood sprites typically carry a number of poison thorns with them, usable in their thorn bows. These thorns carry an irritating toxin known as the red rash. This poison has an initial effect of forcing the target to spend 1 round itching and scratching the wound, incapable of taking any other action (treat as dazed). The secondary effect of the poison is 1d2 points of Strength damage. A DC 14 Fortitude save negates these effects.

Post holder:

They are possibly shutting down our internet and phones, hopefully temporarily at my remote work camp. So posting this ahead of time so I don't slow down game play. Apologies if this causes any issues. :/

[spoiler=Teuni's actions after Sam]


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