Lizardfolk Sorcerer

Zaqar's page

10 posts. Alias of Raphaele Flickerlamp.


Full Name

Zaqar the Banished

Race

Lizardfolk || HP: 14/14 | AC: 19; T: 11; FF: 18; CMD:16 | Fort: +5; Ref: +3; Will: +2 | Init: +1; Perc: +5; Sense M.: +1

Classes/Levels

Ranger (Divine Tracker) 1

Gender

Male

Size

Medium

Age

22

Alignment

True Neutral

Deity

Gorum

Languages

Draconic, Common

Occupation

Mercenary

Homepage URL

https://www.myth-weavers.com/sheet.html#id=1101465

Strength 19
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 13
Charisma 10

About Zaqar

Backstory, Appearance, and Personality:
BACKSTORY:

Zaqar was born the son of a prominent warrior among the Flameheart Tribe, a lizardfolk community in the marshier part of the River Kingdoms. Territorial and stand-offish, Zaqar's tribe raided their neighbors - both human and lizardfolk - for plunder and to dissuade would-be invaders from approaching their swamps. Though not necessarily evil, the Flameheart Tribe was not friendly to outsiders, trading only with individuals who had proven themselves trustworthy in the past.

The Flamehearts took great pride in their ancestral links to the red dragons. They honored their sorcerers and believed it was through their draconic bloodlines that they drew their strength. Indeed, their chieftan was bright red in color and could breathe fire like the great beasts that sired the tribe. Under his rule, the Flameheart tribe worshiped the dragon gods alongside Gozreh, venerating them for their wisdom and power.

This never sat well with Zaqar, even as a youth. He was certainly proud of being a lizardfolk, more proud of that heritage than in any ancestry shared with dragons. He always believed that strength was something that belonged to one's self, that came from the self, and that it was strength that made a warrior great. Of course, this led to some tension between Zaqar and his fellow tribesmen, but he nevertheless proved to be a loyal and steadfast warrior to his chief.

But it was not his pride or some folly in battle that proved Zaqar's downfall. No: it was simple lust. He allowed himself to be smitten with the chief's daughter, and the two of them were caught in the act of lovemaking the night after a glorious raid. Zaqar was seized and beaten, and it was only because he was the child of one of the tribe's greatest warriors that he was spared. He was cast out from the Flameheart Tribe and told never to return to their tribal lands.

Angry and cursing his chieftan's name, Zaqar wandered the River Kingdoms for some time, making the best of the opportunities that presented themselves to him. He became self-sufficient, hunting for food and stealing whatever he thought might prove useful. Eventually, he began learning the language of humans, and the common tongue became known to him; and he found himself both fighting and talking his way out of trouble. But what changed his fortune most was when he chose to side with a heavily armored man against a group of bandits, believing the fight to be unfair. Apparently, the man was a knight from Brevoy, and he saw potential in the lizardfolk warrior.

The knight introduced Zaqar to civilization, and the lizardfolk was awestruck by the world he discovers: cities built from stone, walls as tall as great hills, weapons of iron mass produced for war... And of course, the courtesans, the taverns, the endless opportunities and excitement were all tantalizing to the lizard from the marsh. He at once threw himself into a maelstrom of decadence, and then found himself in the knight's employ, fighting bandits and beasts to make enough coin to get himself drunk and empty his coinpurse all over again.

And the lizardfolk found more than just some hedonistic pleasures and an empty coinpurse in Brevoy: he found himself a God worth worshiping. Gorum, the embodiment of battle itself, possessed all the qualities that Zaqar came to admire in this strange land he found himself in. Gorum would not allow weakness. Gorum cared only that his followers proved themselves strong and worthy of his blessings, and that they fought bravely and with a vengeance. This was something that Zaqar could believe in, something that Zaqar believed was missing in the religion of the lizardfolk tribes.

In Gorum's name, Zaqar pursued gold and glory, no longer allowing himself to be bound simply to the knight that brought him to Brevoy. He became a mercenary, taking whatever job seemed the most bold, the most challenging, and the most likely to end with him holding a fistful of gold.

Before long Zaqar had developed a reputation as a formidable combatant and as a skilled woodsman. His knowledge of the River Kingdoms in particular was useful to his employers. So when a certain Lord Surtova decided it was time to deal with banditry in the Lost Lands once and for all, Zaqar's name appeared on the list of potential candidates...

APPEARANCE:

Zaqar is a large specimen of the lizardfolk, standing at seven feet and four inches tall with a considerable bulk. He wears an iron breastplate over the tattered remains of a gambeson, and he wears a set of brown pants cut roughly at the knees. His golden eyes have a fiery gleam to them, and his brown scales are sharp and tough. A chipped sword dangles from a sheath in his belt.

PERSONALITY:

An expressive, boastful creature, Zaqar is a strangely friendly character, if a bit off-putting. He loves telling stories of battle to strangers, especially whilst sharing a few drinks, though perhaps the details he offers get a bit too gory. The scaled warrior also loves opportunities to fight, especially friendly combat in which he can hone his skills for the real battles to come.

Zaqar has a voracious appetite for worldly pleasures, an appetite discovered in the cradle of civilization. He loves earning gold and spending it. Hearty food, expensive jewelry, and powerful ale all are worthwhile things to obtain in his eyes, and he finds himself craving ever-mounting pleasures as he experiences more of the world beyond his village. Women, too, he would not mind spending time with, though most of the women he has met would not spend such time with him even for very hefty sums of gold. He is, after all, a bipedal lizard.

But there is more to Zaqar than just partying and fighting. He is a deeply troubled creature, still angry at his banishment from his tribe, and yearns to prove himself and perhaps even take the chiefdom for himself. Moreover, he wants to introduce his new God to his people. Gorum's way is the way of strength, and strength is what the lizardfolk need if they ever wish to truly claim a part of the River Kingdoms for themselves.

And while Zaqar's history may be one of raiding and stealing and mercenary work, he is not a dishonorable person. When he swears to do something, his words carry weight. When he makes a promise, he will keep it. When he signs a contract, he intends to fulfill it.

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Click here for the Myth-weavers sheet.

Languages: Draconic, Common.

Stat Block:
Medium Humaniod (Lizardfolk)
Init +1 (+1dex); Senses: Perception +5

DEFENSE
AC 19, Touch 11, Flat-Footed 18 (+1dex)
HP 14/14
Fort +5, Ref +3, Will +2 CMD 16

OFFENSE
Speed: base 30 (20 in armor)
BAB +1
CMB +5

Melee
Bite +5 (1d3+4) x2, Bludgeoning, Piercing, and Slashing
2 Claws +5 (1d4+4) x2, Bludgeoning and Slashing
Longsword +5 (1d8+6) 19-20 x2, Slashing

Ranged
Javelin +2 (1d6+4) x2, range 30, Piercing (ammunition: 5)

STATS
Str 19, Dex 12, Con 16, Int 12, Wis 13, Cha 10

Feats:
Power Attack: 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.


Traits/Drawback:
TRAITS
Affable (Social): You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Brigand (Kingmaker Campaign): You begin with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Indomitable Faith (Faith): You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

DRAWBACK
Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Skills:

7 points/lvl + 2 background skills
Skill bonus=ability+class+rank+misc
Italicized = Untrained

Climb: 8=4+3+1+0 (4 with ACP)
Diplomacy: 4=0+3+1+0 (6 to gather information, 5 vs. bandits and their ilk)
Intimidate: 4=0+3+1+0
Know (Geography): 5=1+3+1+0
Know (Local): 5=1+3+1+0
Know (Nature): 5=1+3+1+0
Linguistics: 2=1+0+1+0
Perception: 5=1+3+1+0
Survival: 5=1+3+1+0 (6 to follow tracks)
Swim: 12=4+0+0+8 (8 with ACP)


Special Abilities:
Favored Enemy (Human +2): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.


Racial Abilities:
Natural Armor +2, Swim Speed (30 ft) and +8 Swim, two Claws (1d4), one Bite (1d3).

Equipment:
EQUIPMENT || WEIGHT (Notes)

On Person:
Longsword || 4 lbs
Javelins (x5) || 10 lbs
Breastplate || 30 lbs
Expensive Jewelry: onyx-and-gold necklace, various rings (worth 80g) || -
Explorer's Outfit (considered weightless when worn) || -
Canteen (water) || 1
Flint and Steel || -
Bandolier || -
Bullseye Lantern || 3
Flask of Oil (x5) || 5
Backpack || 2
Potion of Cure Light Wounds || -

Total on person weight: 55 lbs

In Backpack:

Small Keg of Dwarven Stout (12 gallon keg) - 6 lbs for stout, 5 lbs for keg || 11 lbs
Fishing Net || 5
Crowbar || 5
Fishing Kit || 3
Mapmaker's Kit || 2
Mess Kit || 1
Trail Rations (7 days) || 7
Hemp Rope (50 ft) || 10

Total in backpack weight: 44 lbs

Combined weight: 99 lbs

Light Load 116 | Medium Load 233 | Max Load 350| Over Head 350 | Off Ground 700 | Push/Drag 1750

CURRENCIES:
1 gold pieces
8 silver pieces
10 copper pieces