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Vasorn, The World Under Dragonfire Characters
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<blockquote data-quote="Zerth" data-source="post: 1517936" data-attributes="member: 8556"><p><strong>Zass'sk</strong></p><p><strong><strong>Male Lizardfolk 2 / Monk 15</strong></strong></p><p><strong><strong>Experience:</strong> 155,925 (153,000 + 2,925) </strong></p><p><strong><strong>Alignment:</strong></strong> Lawful Neutral</p><p><strong>Height:</strong> 7'0''</p><p><strong>Weight:</strong> 296lbs</p><p><strong>Hair:</strong> Green and gray scales</p><p><strong>Eyes:</strong> Yellow</p><p><strong>Age:</strong> 28</p><p> </p><p><strong>Str:</strong> 26 (+8) [10 points, +2 racial, +2 levels, +6 item] </p><p><strong>Dex:</strong> 20 (+5) [6 points], +6 item, 22 (+6) with <em>Whispertree</em></p><p><strong>Con:</strong> 22 (+6) [8 points, +2 racial, +1 levels, +4 item] </p><p><strong>Int:</strong> 8 (-1) [2 points, -2 racial] </p><p><strong>Wis:</strong> 20 (+5) [6 points], +6 item </p><p><strong>Cha:</strong> 8 (-1) [0 points] </p><p> </p><p><strong>Class and Racial Abilities:</strong></p><p>+2 Con, +2 Str, -2 Int, +4 racial bonus on Balance, Jump and Swim checks, +5 natural armor, natural weapons: 2 claws (1d4) and bite (1d4), hold breath (4 x Con score [22] = 88 rounds), flurry of blows, unarmed strike, evasion, still mind, ki strike (magic, lawful), slow fall 70ft, purity of body, wholeness of body (30/day), improved evasion, diamond body, greater flurry, abundant step, diamond soul (SR 25), quivering palm (DC 19).</p><p> </p><p><strong>Hit Dice:</strong> 8 + 16d8 + 96</p><p><strong>HP:</strong> 206</p><p><strong>AC:</strong> 31 (+5 Dex, +5 Wis, +7 natural, +4 monk), 32 with <em>Whispertree</em></p><p><strong>Init:</strong> +5 (+5 Dex), +6 with <em>Whispertree</em></p><p><strong>Speed:</strong> 80ft </p><p> </p><p><strong>Saves:</strong></p><p>Fortitude +15 [+9 base, +6 Con]</p><p>Reflex +17 [+12 base, +5 Dex], +18 with <em>Whispertree</em></p><p>Will +14 [+9 base, +5 Wis], +16 vs. enchantment</p><p> </p><p><strong>BAB:</strong> +12/+7/+2</p><p><strong>Grapple: </strong>+24</p><p><strong>Melee Atk:</strong> +25 (2d8+13/x2/B, unarmed strike) or +25 (1d4+13/x2/S, claw) or</p><p>+25 (1d4+9/x2/P and S, bite) or +21 (1d6+9/x2/B, <em>Whispertree</em>)</p><p><strong>Full Atk:</strong> +25/+20/+16 [+23/+23/+23/+18/+14 flurry] (2d8+13/x2/B, unarmed strike) and +23 (1d4+9/x2/P and S, bite) or</p><p>+25 (1d4+13/x2/S, 2 claws) and +23 (1d4+4/x2/P and S, bite) or</p><p>+21/+16/+12 [+19/+19/+19/+14/+10 flurry] (1d6+9/x2/B, <em>Whispertree</em>) and +23 (1d4+9/x2/P and S, bite)</p><p><strong>Ranged Atk:</strong> +14/+9/+4 (1d6+8/x2/30 ft/P, javelin) or</p><p>(5d6 lightning bolt/save DC 14, javelin of lightning)</p><p> </p><p><strong>Skills:</strong></p><p>Balance +13 [2 ranks, +5 Dex, +4 racial, +2 synergy]</p><p>Climb +16 [8 ranks, +8 Str]</p><p>Concentration +8 [2 ranks, +6 Con]</p><p>Jump +24 [10 ranks, +8 Str, +4 racial, +2 synergy]</p><p>Heal +10 [1 rank, +5 Wis, +2 feat, +2 healer's kit] (cc)</p><p>Survival +11 [4 ranks, +5 Wis, +2 feat] (cc)</p><p>Swim +26 [14 ranks, +8 Str, +4 racial]</p><p>Tumble +23 [6 ranks, +5 Dex, +2 synergy, +10 <em>skin of nimbleness</em>]</p><p> </p><p><strong>Feats:</strong></p><p>Multiattack (1st)</p><p>Improved Unarmed Strike (monk 1st)</p><p>Improved Grapple (monk 1st)</p><p>Earth's Embrace (3rd)</p><p>Deflect Arrows (monk 2nd)</p><p>Self-sufficient (6th)</p><p>Improved Trip (monk 6th)</p><p>Improved Natural Armor (9th)</p><p> Power Attack (12th)</p><p>Improved Natural Armor (15th)</p><p></p><p><strong>Languages:</strong> Common, Draconic.</p><p> </p><p><strong>Equipment:</strong></p><p><em>Whispertree</em> (+1 agility [+2] tonfa)</p><p>javelin of lightning </p><p>3 javelins</p><p> </p><p><em><strong>Wearing or carrying</strong></em></p><p><em> Loincloth of Health +4</em> (takes up vest slot)</p><p><em>Skin of Nimbleness </em>(Tumble +10)</p><p><em>Dragon's Claws</em> (Bracers of Mighty Fists +5) </p><p><em>Strap of Prowess</em> (Shoulder strap as Monk's Belt)</p><p><em>Paws of Cheetah</em> (Legwarmers as boots of speed)</p><p><em>Headband of Perfect Exellence</em></p><p><em>Breath of All</em> (Necklace of Adaptation)</p><p><strong>Masterwork potion belt</strong></p><p>-2 potions of <em>Enlarge Person</em></p><p>-3 potions of <em>Mage Armor</em></p><p>-3 potions of <em>Barkskin +5</em></p><p><strong>Belt pouch</strong></p><p>-Waterskin</p><p>-Flint and steel</p><p><em><strong>Heward's Handy Haversack</strong></em></p><p>-Everburning torch</p><p>-Winter blanket</p><p>-Healer's kit (10)</p><p>-3 potions of <em>Enlarge Person</em></p><p>-2 potions of <em>Mage Armor</em></p><p>-3 potions of <em>Barkskin +5</em></p><p><strong>Money:</strong> </p><p>6,186gp</p><p> </p><p><strong>Appearance:</strong> Zass'sk is very big even for a lizardfolk, standing about 7 feet tall and weighing almost 300 lbs. He has a thick green scaly skin, with prominent teeth and sharp claws. The scales are yellow on his belly and there's a gray-colored stripe on his back from the top of his head all the way to the tip of his long tail. He wears a simple loincloth and some javelins are attached to a leather shoulder strap on his back. His ankles are covered with short legwarmers made of cheetah fur. He doesn't wear or need any shoes.</p><p> </p><p><strong>Personality:</strong> Zass'sk has been a loner and a wanderer for the most of his life. He cares deeply for the nature and has had many friends, who were druids. He is usually very calm and passive, almost gentle, but once you get him angered, the hulking lizardman is fearless and fierce, giving or asking no mercy.</p><p> </p><p>Zass'sk likes to stroll around in the wild and sit down to think about the ways of the world. Once he finds a nice warm spot, he can literally stay in the place for ages meditating, hardly lifting a clawed finger. Sometimes he can be quite absent-minded, but on the other hand is extremely patient.</p><p> </p><p>Although he respects the dragons for their might and the shared heritage, he has grown a deep dislike towards them during his life. He has lost too many dear friends to the whims of these arrogant and cruel beasts. </p><p> </p><p><strong>Background:</strong> Zass'sk was a friend of nature already at an early age. He never hesitated, when he was asked to join a Monk order, that had guarded a ancient druid grove so long as memory serves among his tribe.</p><p> </p><p>The monks never challenged the dragons right to rule by might and generally wanted just live in peace near the grove, which was located in a large, desolate swamp. But they didn't want to forget the lifestyle and traditions of their own people, either. The druids had always been the wise ones and the leaders among the lizardkin, who never understood the obsession of their larger cousins to wipe out all existing magic-users. So the tribe hid the druids in the monastery, away from the dragons eyes. The dragons did not see the small tribe of lizardfolk as a threat, so an arrangement like this was actually manageable, when handled with great care.</p><p> </p><p>But unfortunately it was just a question of time, until the new masters of the world found out about this unacceptable arrangement. They learned the secret from a traitor named Grass'khra, who was bitter and jealous when he wasn't elected as the tribe's leader. He craved for more power and went to the dragons, even if it meant betraying his tribe and own blood. </p><p> </p><p>The following punishment by the dragons was swift and merciless. Only a few non-casters survived - Zass'sk among them - who were not considered a threat anymore without the guidance of the druids. Zass'sk never understood such a display of cruelty against his tribe, who just wished to live their lives peacefully like it had always been. The powerful had the right to rule and to be respected, even merciless as such was also the way of the nature. The weak would perish so the strong could live, but with nature, it was always a question of survival, not unnecessary cruelty. The sometimes unforgiving cycles of nature existed so all life would prevail and grow stronger with each passing generation. But such is not the way of the dragons, they kill because they can, not because they need to - and they enjoy it. Zass'sk could never accept that or forgive the slaughtering of his tribe.</p><p> </p><p>So Zass'sk became a renegade and fled underground. He had heard about the brave souls, who continued fighting for freedom, even if the battles were desperate at best and no more than a fool's hope remained. But it was better to die free than to live in tyranny and under constant fear. He had learned that the hard way. The dragons themselves might be too powerful to face in combat, but there were other ways to hurt them or maybe weaken them. And he could not rest until the treacherous Grass'khra would've paid for the ultimate travesty. The blood of the traitor would taste so sweet, even if it couldn't undo the crime.</p></blockquote><p></p>
[QUOTE="Zerth, post: 1517936, member: 8556"] [b]Zass'sk [b]Male Lizardfolk 2 / Monk 15[/b] [b]Experience:[/b] 155,925 (153,000 + 2,925) [b]Alignment:[/b][/b] Lawful Neutral [b]Height:[/b] 7'0'' [b]Weight:[/b] 296lbs [b]Hair:[/b] Green and gray scales [b]Eyes:[/b] Yellow [b]Age:[/b] 28 [b]Str:[/b] 26 (+8) [10 points, +2 racial, +2 levels, +6 item] [b]Dex:[/b] 20 (+5) [6 points], +6 item, 22 (+6) with [i]Whispertree[/i] [b]Con:[/b] 22 (+6) [8 points, +2 racial, +1 levels, +4 item] [b]Int:[/b] 8 (-1) [2 points, -2 racial] [b]Wis:[/b] 20 (+5) [6 points], +6 item [b]Cha:[/b] 8 (-1) [0 points] [b]Class and Racial Abilities:[/b] +2 Con, +2 Str, -2 Int, +4 racial bonus on Balance, Jump and Swim checks, +5 natural armor, natural weapons: 2 claws (1d4) and bite (1d4), hold breath (4 x Con score [22] = 88 rounds), flurry of blows, unarmed strike, evasion, still mind, ki strike (magic, lawful), slow fall 70ft, purity of body, wholeness of body (30/day), improved evasion, diamond body, greater flurry, abundant step, diamond soul (SR 25), quivering palm (DC 19). [b]Hit Dice:[/b] 8 + 16d8 + 96 [b]HP:[/b] 206 [b]AC:[/b] 31 (+5 Dex, +5 Wis, +7 natural, +4 monk), 32 with [i]Whispertree[/i] [b]Init:[/b] +5 (+5 Dex), +6 with [i]Whispertree[/i] [b]Speed:[/b] 80ft [b]Saves:[/b] Fortitude +15 [+9 base, +6 Con] Reflex +17 [+12 base, +5 Dex], +18 with [i]Whispertree[/i] Will +14 [+9 base, +5 Wis], +16 vs. enchantment [b]BAB:[/b] +12/+7/+2 [b]Grapple: [/b]+24 [b]Melee Atk:[/b] +25 (2d8+13/x2/B, unarmed strike) or +25 (1d4+13/x2/S, claw) or +25 (1d4+9/x2/P and S, bite) or +21 (1d6+9/x2/B, [i]Whispertree[/i]) [b]Full Atk:[/b] +25/+20/+16 [+23/+23/+23/+18/+14 flurry] (2d8+13/x2/B, unarmed strike) and +23 (1d4+9/x2/P and S, bite) or +25 (1d4+13/x2/S, 2 claws) and +23 (1d4+4/x2/P and S, bite) or +21/+16/+12 [+19/+19/+19/+14/+10 flurry] (1d6+9/x2/B, [i]Whispertree[/i]) and +23 (1d4+9/x2/P and S, bite) [b]Ranged Atk:[/b] +14/+9/+4 (1d6+8/x2/30 ft/P, javelin) or (5d6 lightning bolt/save DC 14, javelin of lightning) [b]Skills:[/b] Balance +13 [2 ranks, +5 Dex, +4 racial, +2 synergy] Climb +16 [8 ranks, +8 Str] Concentration +8 [2 ranks, +6 Con] Jump +24 [10 ranks, +8 Str, +4 racial, +2 synergy] Heal +10 [1 rank, +5 Wis, +2 feat, +2 healer's kit] (cc) Survival +11 [4 ranks, +5 Wis, +2 feat] (cc) Swim +26 [14 ranks, +8 Str, +4 racial] Tumble +23 [6 ranks, +5 Dex, +2 synergy, +10 [i]skin of nimbleness[/i]] [b]Feats:[/b] Multiattack (1st) Improved Unarmed Strike (monk 1st) Improved Grapple (monk 1st) Earth's Embrace (3rd) Deflect Arrows (monk 2nd) Self-sufficient (6th) Improved Trip (monk 6th) Improved Natural Armor (9th) Power Attack (12th) Improved Natural Armor (15th) [b]Languages:[/b] Common, Draconic. [b]Equipment:[/b] [i]Whispertree[/i] (+1 agility [+2] tonfa) javelin of lightning 3 javelins [i][b]Wearing or carrying[/b][/i] [i] Loincloth of Health +4[/i] (takes up vest slot) [i]Skin of Nimbleness [/i](Tumble +10) [i]Dragon's Claws[/i] (Bracers of Mighty Fists +5) [i]Strap of Prowess[/i] (Shoulder strap as Monk's Belt) [i]Paws of Cheetah[/i] (Legwarmers as boots of speed) [i]Headband of Perfect Exellence[/i] [i]Breath of All[/i] (Necklace of Adaptation) [b]Masterwork potion belt[/b] -2 potions of [i]Enlarge Person[/i] -3 potions of [i]Mage Armor[/i] -3 potions of [i]Barkskin +5[/i] [b]Belt pouch[/b] -Waterskin -Flint and steel [i][b]Heward's Handy Haversack[/b][/i] -Everburning torch -Winter blanket -Healer's kit (10) -3 potions of [i]Enlarge Person[/i] -2 potions of [i]Mage Armor[/i] -3 potions of [i]Barkskin +5[/i] [b]Money:[/b] 6,186gp [b]Appearance:[/b] Zass'sk is very big even for a lizardfolk, standing about 7 feet tall and weighing almost 300 lbs. He has a thick green scaly skin, with prominent teeth and sharp claws. The scales are yellow on his belly and there's a gray-colored stripe on his back from the top of his head all the way to the tip of his long tail. He wears a simple loincloth and some javelins are attached to a leather shoulder strap on his back. His ankles are covered with short legwarmers made of cheetah fur. He doesn't wear or need any shoes. [b]Personality:[/b] Zass'sk has been a loner and a wanderer for the most of his life. He cares deeply for the nature and has had many friends, who were druids. He is usually very calm and passive, almost gentle, but once you get him angered, the hulking lizardman is fearless and fierce, giving or asking no mercy. Zass'sk likes to stroll around in the wild and sit down to think about the ways of the world. Once he finds a nice warm spot, he can literally stay in the place for ages meditating, hardly lifting a clawed finger. Sometimes he can be quite absent-minded, but on the other hand is extremely patient. Although he respects the dragons for their might and the shared heritage, he has grown a deep dislike towards them during his life. He has lost too many dear friends to the whims of these arrogant and cruel beasts. [b]Background:[/b] Zass'sk was a friend of nature already at an early age. He never hesitated, when he was asked to join a Monk order, that had guarded a ancient druid grove so long as memory serves among his tribe. The monks never challenged the dragons right to rule by might and generally wanted just live in peace near the grove, which was located in a large, desolate swamp. But they didn't want to forget the lifestyle and traditions of their own people, either. The druids had always been the wise ones and the leaders among the lizardkin, who never understood the obsession of their larger cousins to wipe out all existing magic-users. So the tribe hid the druids in the monastery, away from the dragons eyes. The dragons did not see the small tribe of lizardfolk as a threat, so an arrangement like this was actually manageable, when handled with great care. But unfortunately it was just a question of time, until the new masters of the world found out about this unacceptable arrangement. They learned the secret from a traitor named Grass'khra, who was bitter and jealous when he wasn't elected as the tribe's leader. He craved for more power and went to the dragons, even if it meant betraying his tribe and own blood. The following punishment by the dragons was swift and merciless. Only a few non-casters survived - Zass'sk among them - who were not considered a threat anymore without the guidance of the druids. Zass'sk never understood such a display of cruelty against his tribe, who just wished to live their lives peacefully like it had always been. The powerful had the right to rule and to be respected, even merciless as such was also the way of the nature. The weak would perish so the strong could live, but with nature, it was always a question of survival, not unnecessary cruelty. The sometimes unforgiving cycles of nature existed so all life would prevail and grow stronger with each passing generation. But such is not the way of the dragons, they kill because they can, not because they need to - and they enjoy it. Zass'sk could never accept that or forgive the slaughtering of his tribe. So Zass'sk became a renegade and fled underground. He had heard about the brave souls, who continued fighting for freedom, even if the battles were desperate at best and no more than a fool's hope remained. But it was better to die free than to live in tyranny and under constant fear. He had learned that the hard way. The dragons themselves might be too powerful to face in combat, but there were other ways to hurt them or maybe weaken them. And he could not rest until the treacherous Grass'khra would've paid for the ultimate travesty. The blood of the traitor would taste so sweet, even if it couldn't undo the crime. [/QUOTE]
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