Lizardfolk Scion

Thrass's page

195 posts. Organized Play character for Quentin Coldwater.


Race

Male Lizardfolk (Cliffscale) | Monk 5 | HP 68/68 | AC 23 (24 in Crane Stance) | eF +11 (+1 vs inhaled threats, success = crit success) eR +13 eW +12 | speed 35 ft | tPerc +12

Classes/Levels

| Hero Point 0/3 | Focus: 1/2 | active condition: | Exploration activity: Search

About Thrass

Thrass
Cliffscale Lizardfolk Monk 5
LN, Medium, Lizardfolk
Perception +12; no special vision
Languages Common, Iruxi
Skills Acrobatics +11, Athletics +13, Tanning Lore +6 Pathfinder Society Lore +6, Medicine +11, Nature +10, Survival +10
Str 19 (+4), Dex 18 (+4), Con 14 (+2), Int 8 (-1), Wis 16 (+3), Cha 10 (+0)
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AC 23; Fort +11; Ref +13; Will +12
HP 68 Focus Points 2 Hero Points 1
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Speed 65 feet
Focus Spells Ki Strike, Wholeness of Body

Additional feats Breath Control, Cliffscale Lizardfolk, Combat Climber, Gecko's Grip, Ki Strike, Quick Jump, Razor Claws, Survey Wildlife, Crane Stance, Flurry of Blows, Wholeness of Body

Skills:

[dice=Acrobatics]1d20+11[/dice], success to climb = crit success
[dice=Athletics]1d20+13[/dice], high jump/long jump = 1 action
[dice=Tanning Lore]1d20+6[/dice]
[dice=Pathfinder Society Lore]1d20+6[/dice]
[dice=Medicine]1d20+11[/dice]
[dice=Nature]1d20+10[/dice]
[dice=Survival]1d20+10[/dice]

Attacks:

Unarmed strike +14/+10/+6, 1d6+4 bludgeoning, agile, finesse, nonlethal, unarmed
Claws +14/+10/+6, 1d6+4 slashing or piercing, agile, finesse
Crane Wing +14/+10/+6, 1d6+4 bludgeoning, agile, finesse, nonlethal
Flurry of Blows (1 action, once per turn) +14/+10/+6, any of the above. Normal multiple attack penalty, combine damage for DR and such.

Feat descriptions:
Breath Control: You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

You gain the Combat Climber feat as a bonus feat, and as long as you aren’t wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.
You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Ki Strike - 1 action (verbal): You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.

Crane Stance: You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.

Flurry of Blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Quick Jump: You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).