Lizardfolk

Thessk's page

58 posts. Alias of Tharasiph.


Full Name

Thessk

Classes/Levels

Lizardman Cleric of JalaiJatali LvL 2 Ini +0; HP 19/19; AC 19 T 10 FF:19; Fort+5 Ref +0 Will+6/+8 c/c; Perc +8;

Gender

Elysiums Call 6/6, Icicle 6/6, Channel 6/6

Size

Medium

Age

20

Alignment

Chaotic Good

Deity

JalaiJatali

Languages

Common, Draconic, Celestial

Strength 16
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 16
Charisma 13

About Thessk

Cleric of JalaiJatali 2
CG Medium Humanoid (Reptilian)
Init + 0, Perception +8

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Defense
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AC 19, touch 10, flat-footed 19 (+6 chain, +2 Shield, +1 NAC)
hp 19(2d8+6)
Fort +5, Ref +0, Will +6/+8 charm/compulsion;
Move 20 Swim 30
Favoured Class +2 Hit Points

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Offense
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Speed 20 ft
Ranged Dart +1 (1d4+3/*2)
Ranged Icicle +1 (1d6+1/*2/ 6 per day)
Melee Whip +4 (1d3+3/*2)(Disarm, Trip, Reach)
Melee Scorpion Whip +4 (1d4+3/*2)(Disarm, Trip, Reach)
Melee Bite +4 (1d4+3/*2)
Melee 2*Claws +4 (1d3+3/*2)

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Statistics
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Str 16, Dex 10 Con 14 Int 10, Wis 16, Cha 13
Base Atk +1 CMB +4; CMD 14
Languages Draconic, Common,

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Feats
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Selective Channeling

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Traits
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Campaign Trait: Pioneer+1 Per and have a Horse
Observant Choose Perception. You gain a +1 trait bonus on all related checks, and the chosen skill is always a class skill for you.

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Skills: 6
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Swim(Str) +11 (0R +8 Race)
Climb(Str) +7 (1R)

Acrobatics (Dex) +4 (1R)

Knowledge(Religion) (Int) +5 (1R)

Perception(Wis) +8 (1R+1 trait)
Sense Motive(Wis) +7 (1R)
Survival(Wis) +3 (0R)

Diplomacy(Cha) +5 (1R)

Background Skills
Linguistics(Int) +5 (1R)
Knowledge(History) (Int) +5 (1R)
Knowledge (geography) (Int) +2 (1R)
Appraise (Int) +5 (1R)

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Magical Gear
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Travelers Any-Tool (4/250gp)

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Gear
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Whip
Scorpion Whip (3/5gp)
Dart *6 (3/3gp)

Masterwork Agile Breastplate (25/550gp)
Heavy Wooden Shield (7/10gp)

Backpack
(Contents)
Trail Rations *10
Bedroll
Bandoleer (Darts)
100ft Silk Rope (10/20gp)

Encumbrance: 59 (Light = 76)
Gold: 1000 32gp

Horse Gear
Saddle (25/10gp)
Saddle bags (8/4gp) (carry 20lbs)
Harness (2/2gp)
Bit and Bridle (1/2gp)
Horse Feed 2 days

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Spellcasting
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Domains
Good - Azata
Water
Channel energy 1d6 30ft
Concentration D20 + CL(2) + 3 (Wis)
Cast Defensively 15 + 2*spell lvl
Cleric Spells Memorised (CL 2nd; concentration +5):

1st (2+2/day)(CL 14)- Obscuring Mist*, Divine Favour, Bless, Shield of Faith

0 (at will)(CL 13)- Light, Create Water, Stabilize, Guidance

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Domains
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Water
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—water breathing, 4th—control water, 5th—ice storm, 6th—cone of cold, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only).

Good
Azata
Elysium’s Call (Su): With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2
sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched.

You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—expeditious retreat, 2nd—align weapon (good only), 3rd—fly, 4th—holy smite, 5th—dispel evil, 6th—planar ally, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

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Special Abilities
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Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channelling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channelled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channelled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channelled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Racial Ability
Swim (2 RP): Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Description:

Scales: Dark Green to Black
Eyes: Cyan
Height: 6'4"
Weight: 230 lbs.

You first see the Lizardman Thessk standing before you in all his dark green scaled glory and then you notice the large white star between his eyes and over his imposingly toothed maw, he has a four foot long ridged and scaled tail trailing behind him.

He has midnight blue hooded cloak draped over himself, He has a dark green scales all over his body and inch long claws protrude from his hands and feet and . His armour shows through his cloak and it appears to cover him quite extensively. He wears tough leather clothing that appears to have been specifically designed to look less imposing. He has a pair of whips at his side, one of them is a viciously bladed scorpion variety.

Personality:

Thessk can seem imposing and beastly, but he does his best to minimise observers getting this impression, his actions seem to have been specifically trained into him to make him seem more cultured and less foreign and threatening. When you get to know him, he is friendly and approachable. Thessk is ready to dispense words of wisdom or to sick and needy. He has a bit of a problem with Nobles as he just doesn't understand their greed and need to acquire more power and wealth, it should be shared with all. He is a fervent devotee of JalaiJatali and he can get preachy at times, he does embarrassed when this is pointed out to him, but not enough for him to not start up again at the next opportunity.

Background:

I am Thessk and was raised by the humans Tirol and Engelin Batavi. They are proud farmer folk that run an underground mushroom farm that was located in the area known as the stolen lands. They found me as a child, on the bank of a river by the side of my deceased mother, she had been killed by a crocodile and had taken it's life as well. They were kindly folk and they took me in, at first they had no idea what to do with me, they figured they'd hold onto me until someone more suitable came along to take me in.

As I grew and matured they became as parents to me and I was their toothy, scaly and cold blooded son who they could not adore more. We lived close enough to the river that it was not a burden to allow me to swim and frolic and hunt in the waters. It was in these peaceful times that I felt the song of waters, the flow of the rapids, the mesmerising thrum of the waterfall and in these times Jalaijatali called to me. I found myself able to perform minor miracles and in time to cast what I understood to be spells and to emanate positive energies around me that would heal all they touched.

As I grew older my parents explained to me how my races primitive origins and my appearance would scare people from civilised lands and we worked on ways to minimise and maximise this effect. This came to be useful not long after as we were driven from our farm by Trolls. We escaped with our lives and were forced closer to Restov for safety.

There was a small refugee community to the south of Restov along the Shrike River, there we built a new home and started again, initially we fished and eventually we set-up a farm. My parents took me one several trips to Restov and there I was able to make contact with a Cleric of Erastil who knew where a local sect of Jalaijatali worshipped.

I travelled to this sect and asked to be taught the meaning of my visions and abilities, they showed me that my abilities were gifts from the Rillsong and that I was to be the voice of Jalaijatali. I studied the teachings of Jalaijatali although I knew them in my heart already, I practised my abilities by using them for the good of the local community.

When the announcement of the expeditions to the Stolen Lands were made I knew this would be an opportunity for me to spread the word of the Rillsong and to learn about my home and my people. I also wanted to find my fortune which would be important in spreading the word of Jalaijatali but also so that I could reward my human parents for rescuing me all those years ago.


http://pathfinderwiki.com/wiki/Jalaijatali
http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/raceBuilder/exampleRac es.html#other-race-examples