Lizardfolk Sorcerer

Zsar Kizar's page

114 posts. Alias of william Nightmoon.


Race

Bakali

Classes/Levels

Druid(Dragon Shawman) 2

Vitals:
HP:19/19 AC:17 Init:+1 F:6 R:0 W:6 CMD:14

Gender

Male

Size

Medium

Age

30

Alignment

True Neutral.

Deity

Chislev

Languages

Bakali , Common, Druidic

Strength 16
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 16
Charisma 13

About Zsar Kizar

Vitals:

HP:19/19 AC:17=10+(1 dex,4 natural,3 armor)
BAB:1 CMD:14 CMB:+3
Fort:6 Refl:0 Will:6
Speed:30ft swim:30ft.

Racial Traits:
Ability Score Racial Traits: Flexible (+2 Str, +2 Con) (2 RP)
Type: Humanoid (reptilian) (0 RP)
Size: Medium (0 RP)
Base Speed: Normal (0 RP)
Languages: Xenophobic (0 RP) Lizardfolk start knowing their racial language only.
Defense Racial Traits

Natural Armor: Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.
Movement Racial Traits

Swim: Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks (1 RP)
Offense Racial Traits

Natural Attacks: Bite 1 (RP) Lizardfolk gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Natural Attacks: Claws 2 (RP) Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Class Traits:

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Bond: A dragon shaman who chooses an animal companion must select a crocodile or monitor lizard. If choosing a domain, the dragon shaman must choose from the Air, Animal, Destruction, Earth, Fire, War, and Water domains.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Wild Empathy (Ex): A dragon shaman can use her wild empathy ability with lizards as a full-round action with a +4 bonus.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

Wild Shape (Su): At 6th level, a dragon shaman’s wild shape ability functions at her druid level – 4. If she takes on the form of a lizard, she instead uses her unmodified druid level.

Dragon Bite (Su): At 8th level, a dragon shaman’s bite attack (whether using totem transformation or wild shape to take the form of a lizard) deals +1d6 points of energy damage (acid, cold, electricity, or fire). She chooses what kind of energy damage that she deals each time she bites. This ability replaces the additional use of wild shape at 8th level

Totem Transformation (Su): At 2nd level, a dragon shaman may adopt an aspect of the dragon while retaining her normal form. She gains one of the following bonuses: movement (fly speed 30 feet [average], the druid must be 5th level to select this bonus), senses (low-light vision, +4 racial bonus to Perception), toughness (+2 natural armor bonus to AC, Endurance feat), or natural weapons (bite [1d6] and 2 claws [1d4] for a Medium shaman, +2 bonus on CMB on grapple checks). While using totem transformation, the dragon shaman may speak normally and can cast speak with animals (lizards only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Bonus Feat: At 9th level and every 4 levels thereafter, a dragon shaman gains one of the following bonus feats: Combat Casting, Dazzling Display, Magical Aptitude, Skill Focus (Knowledge [arcana]), and Spell Penetration. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

Totemic Summons (Su): At 5th level, a dragon shaman may cast summon nature’s ally as a standard action when summoning lizards, and summoned lizards gain temporary hit points equal to her druid level. She can apply the young template to any lizard to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Skills and Feats:

Skills(ranks+class/ability/other)
Climb (Str),0
Craft (Int),0
Fly (Dex),0
Handle Animal (Cha),0
Heal (Wis),4/3
Knowledge (geography) (Int),
Knowledge (arcana), 4/-1/0
Knowledge (nature) (Int),4/-1/2
Perception (Wis),4/3/2
Profession (herbalist)(Wis),4/3/0
Ride (Dex),0
Spellcraft (Int),0/-1
Survival (Wis),4/3/2
Swim (Str),0/3/8

Feats
Skill focus (Perception)

Traits
Abject Belief: Source Faiths and Philosophies, You cling tenaciously to a faith that is doubted by many, perhaps based around a god who has vanished, or was never a god in the first place. You refuse to forsake your beliefs despite all evidence, perhaps due to a need to belong, respect for tradition, or a religious experience. As a result, it is nearly impossible to convince you of your deity’s absence. You gain a +2 trait bonus on Will saving throws against fear effects.

Quick Learner: Source Adventurer's Armory pg. 31, You’re skilled at learning the feel of a particular weapon after a few swings in combat. After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.

animal companion(Slizz):

Monitor Lizard.
HP:21/21 AC:14=10+(1 natural,3 dex)
BAB:0

Source Pathfinder RPG Bestiary pg. 194
Starting Statistics: Size Small; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack bite (1d8 plus grab and poison); Ability Scores Str +4, Dex -2, Con +4.

Feats:
Toughness.
Dodge

Skills: Climb +4, Perception +4, Stealth +8 (+12 in undergrowth), Swim +11; Racial Modifiers +4 Stealth (+8 in undergrowth)

Atk:
bite:+1 (1d6+1 plus grab)

Flavored class Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.

Spells:

0-Chameleon scales, Guidence, Detect magic, Create Water

1-produce flame, Ice Armor, Entangle

Inventory:
GP:17.5
Club, Obsidian Longspear, Wooden armor, Heavy Wooden Sheild, scimitar, animal feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, alchemical glue (2 uses), acid flasks (3),

Attacks:

Long spear(Obsidian)+4 1d8+4

Personality:

Zsar is a devout follower of nature. He seeks to keep the balance in nature. Those who seek to exploit nature by committing acts of horror are his greatest foe. He is a keeper of balance. Whether this is because he desires complete balance, or he is just a devout follower of Chislev, few people know the truth.

As a companion he is mysterious. He is suspicious of others and has a hard time trusting them. However he would give his life for those who help him protect nature, even if doing so was unintentionally.

A short history: little is known about him. All he says about his past is that he was born from a clutch of eggs in a bad time for his people. He was nearly killed if it wasn't for the intervention of a powerful Chislev druid. It was at that point that he decided to become a druid himself, to protect the balance of the world.

He spent a majority of his time training. He only finished his initial studies at the age of 25. He had found that his people didn't need him. So he set out in search of imbalances in the world.

Some secrets: Zsar is descended from a black dragon. None in particular, but close enough in line to have some minor dragon-like features. He is vaguely aware of this, but he has done nothing about it.

Slowly he gains more and more power, as he unlocks his Druidic powers, more and more dragon emerges.

Recent History:

Your people have long been forced into the worst most inhospitable areas of Ansalon. Rumors persist of a paradise across the sea but you believe that your race is destined for the greatness that it once had it bygone days.

Those dreams have become dashed the past several years though as once again the call of the Evil Gods has driven your people to support their dark endeavors. Indeed the Falthana Jungles Bakali have joined with the Ogres of Seldjuk and their Minotaur slaves alongside the evil Humans of these regions to form the largest army of evil since the Second Dragon War.

Disgusted you have fled to the woods of the Worldscape Forest (see the Northeastern portion of the Detailed Map). The Druids there have accepted you as one of their own despite the conceptions that most of the "Starborn" races have of your people.

Here you are content to worship in your own way. You take in those of your race who escape the clutches of the Dragonqueen. The War though rages on still as Her minions begin to spread out and attack the Kingdom of Falthana.

The ArchDriud Cleidus (Human Male Druid Follower of Chislev) claims the Worldscape Forest as his "protectorate".

You know that the leader of the Army is the Warlord Crynus an oversized Human.