Grundmoch

Usul Stonescale's page

8 posts. Alias of Stratos.


Full Name

Usul Stonescale

Race

Lizardfolk

Classes/Levels

Invlunerable Rager / 8

Gender

Male

Size

M (6'6 - 317 pounds)

Age

31

Special Abilities

Damage Reduction 1/-,

Alignment

NG

Deity

Gozreh

Location

Sothis

Languages

Draconic

Strength 20
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 8
Charisma 8

About Usul Stonescale

Lizardfolk Barbarian (Invulnerable Rager) 1
NG Medium Humanoid (Reptile)
Initiative +2, Perception +3,
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DEFENSE
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AC 22, touch 13, flat-footed 19 (2 DEX, 1 Dodge, 3 NAT, 6 Armor)
HP 30 (Md12 + 3/level = 15*2=30)
Fort +5, Ref +2, Will -1
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OFFENSE
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Bite/Claw/Claw @ +7, 1d6/1d4/1d4 + 5 @ 20x2
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STATISTICS
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Str 20, Dex 14, Con 14, Int 8, Wis 8, Cha 8
BAB 8; CMB 7; CMD 20
Feats: Dodge
Traits: River Fighter, Contagious Mettle
Trained Skills: Acrobatics +9, Climb +6, Handle Animal +3, Intimidate +7, Perception +3, Survival +10, Swim +21
Languages: Draconic
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SPECIAL ABILITIES
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Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her 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 barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Invulnerability (Ex):
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.

Extreme Endurance (Ex):
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

Intimidating Glare (Rage):
The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.

Guarded Life (Rage):
While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Greater Guarded Life (Rage):
When using the guarded life rage power, 1 additional hit point of lethal damage per barbarian level is converted to nonlethal damage.

Terrifying Howl (Rage):
The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds.

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RACIAL TRAITS
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Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
Swim: Lizardfolk have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks.
Natural Attacks: 1 Bite, 2 Claws.

Inventory:
A worn breastplate, taken from an Ocrish pirate he slew long ago in the sodden lands, fits him surprisingly well. It is the only thing carried on his person, most of the rest belonging to the tribe's community stash.

However, that too was raided when they were captured.

Background:
The member of a hunted tribe of Lizardfolk, Usul grew up as prey - unusual for his anatomy. The hulking reptilian towered over most men and beasts, but his (and his tribe's) primal might was no match for the numbers and technology of the humans on the Southern continent. Forced out of the Sodden lands by pirates with firearms, harried along the rivers of the jungle's of the Mwangi expanse by the natives' poisonous darts, and stalked along the banks of Osirion's rivers by the desert-people's quarrels, their numbers suffered greatly.
Despite their appearances, they were actually a peace-loving species, simple and ritualistic in their lives. The attacks over the years forced them to learn tactics of battle though, of defense; by the time they reached the desert in the East, the Lizardfolk were feared as riverdevils, and stories festered of them stealing into childrens' beds at night to eat them alive.

While the stories were false though, the fears were real; a coordinated effort sprung up to herd the cold-bloods North towards Sothis proper. After a large swath of repeated harassments from the South, the tribe moved North, as expected. The few dozen that survived the (new) exodus were pushed up against the docks of the city. There was nowhere to hide.

Usul, along with the others, was to be executed publicly, but a gilded Dwarf intervened, offering to whisk the "pests" away - and paying a good bit of gold to do so. However, his conditions were complicated; he singled-out Usual, one of the tribe's paragon warriors to make a deal...

Personality:
Though fearsome in appearance, Usul is rather docile. His heart lies with his tribe, them paramount to his decisions. Anger can take hold of him though leading the barbarian to ... well, barbaric decisions when acting hastily.

The absence of complex common in his repertoire makes for difficult communication, so most get their impressions by looks and acts - not words.

Appearance:
Tall, green, and with teeth as sharp as daggers, this muscular lizard looks able to rend one in two with a bite.