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Dawnforge: Heroes of Legend - Game Restart
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<blockquote data-quote="Ashy" data-source="post: 1710437" data-attributes="member: 312"><p>[smallcaps]<strong>Sasskasa</strong>[/smallcaps]</p><p><strong>Male Lizardfolk Rgr1</strong>; Size M; HD 1d10+4; hp 15; Init +1 (+1 Dex); Spd 30 ft, Sw 40 ft.; AC 14 (+2 leather armor, +1 Dex, +1 natural); BAB +1; Grp +5; Atk +5 melee (scimitar, 1d6, crit 18-20x2, 4 lb., one-handed, slashing OR light flail, 1d8, crit x2, 5 lbs., bludgeoning OR degger, 1d4/1d6, crit 19-20x2, 2 lbs., piercing), +2 ranged (returner, 1d4/1d6, crit x2, 20ft., 1 lb., bludgeoning and piercing); Full Atk as Atk; SA See below; SQ See below; AL CN; SV Fort +6, Ref +1, Will -1; Str 18 (+4), Dex 12 (+1), Con 18 (+4), Int 12 (+1), Wis 8 (-1), Cha 6 (-2).</p><p></p><p><strong>Skills and Feats:</strong> Climb 4 (0 ranks, +4 Str), Heal 5 (3 ranks, -1 Wis, +3 Racial Talent), Jump 4 (0 ranks, +4 Str), Knowledge (nature) 11 (8 ranks, +1 Int, +2 Lizardfolk), Survival 12 (9 ranks -1 Wis, +2 Lizardfolk, +2 Racial Talent), Swim 12 (0 rank, +4 Str, +8 Lizardfolk); Toughness (+3 hp), Track (ranger bonus).</p><p></p><p><strong>Lizardfolk Traits:</strong> Natural Armor Bonus: Lizardfolk have thick hides and gain a +1 natural armor bonus to Defense; Low-Light Vision: Lizardfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions; +8 Swim to avoid hazards or perform special actions; Lizardfolk can always take 10 on Swim; Lizardfolk can use run action provided movement is in straight line while swimming; Lizardfolk receive a bonus of +2 Knowledge (nature) & Survival; Lizardfolk can hold breath three time Con score; Lizardfolk can never gain proficiency with Heavy Armor</p><p></p><p><strong>Ranger Abilities:</strong> Rangers are proficient with all simple and martial weapons, light armor, medium armor, and shields; when wearing light armor or no armor, the ranger can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon fighting (this is lost when wearing heavier armor or fighting with a double-headed weapon); rangers can cast divine spells at 4th level; rangers gain Track as a bonus feat; <strong>Favored Enemy: Vermin (+2 to Bluff,Listen,Sense Motive,Spot,Survival,+2 Damage vs. Vermin)</strong>; Improved Two-Weapon fighting (BAB +9).</p><p></p><p><strong>Racial Talent:</strong> Talent Skills: +3 to Heal, +2 to Survival (1st level)</p><p></p><p><strong>Equipment:</strong> leather armor (adorned as below), scimitars (2), light flail (2), degger (2), returner (4), backpack [waterskin (full), caltrops, flint and steel, trail rations (2 days worth), hemp rope (50 ft.), grappling hook (bone), oil (3 flasks), empty sacks (2), whetstone, large chunk of half-eaten salted pork], 159 gp (in the form of various gemstones, kept in backpack) = Light load (41 lbs.)</p><p></p><p><strong>XP:</strong> 0 xp / 1000 xp</p><p></p><p><strong>Description and Personality:</strong> Sasskasa looks every bit the primitive, barbaric lizardman: his grey-green scaled hide is covered with pictograms and tattoos depicting crocodiles, snakes, and large birds of prey (they are actually vultures, but it is hard to tell) as well as other geometric patterns that mean little to those outside his race. He wears only his leather armor (made from the tanned hide of a crocodile and adorned with spike-like boar tusks, claws, bones, teeth and feathers of various animals. Over the whole of the affair lies a bamboo and colored shell mosaic of a large crocodile with it sun in its mouth and the moon held within a coiled tail, which is surprisingly well crafted and beautiful to behold.</p><p></p><p>Sasskasa carries little in the ways of personal effects, but everything that he does carry is festooned with some form of dangling talisman, adornment or decoration – all of which have some form of meaning to the haughty lizardman. His twin scimitars, which he calls “Asp” and “Boa” are stylistically crafted and engraved to look like their namesakes – large snakes (the blade of Asp is made to look like a curving forked tongue and the blade of Boa makes up the bulk of the snake’s thick body). Likewise, his other weapons take on totem-like qualities: his fails look like colorful jungle frogs with their tongues distended, his deggers like barbed and jagged lizards, while his returners all display bird-of-prey motifs. All that he owns he carries on his back, and frankly, he seems to prefer it that way; never weighing himself down with things he deems unnecessary.</p><p></p><p>Sasskasa is painfully haughty and crass. He feels that all other races are naturally lesser than his kind, and rarely hesitates to let them know as much. However, he is very good at what he does, despite still being a very young lizardman, and so other races that hire him as a guide or tracker tend to willingly bear the brunt of his barbs. Sasskasa is also frightfully independent, having been on his own for as long as he could remember; he does not take orders well, although he will go along with a group decision if it suits him (at that moment). While he has yet to make any true friends, this desire is one of the most powerful driving forces in his psyche: he has been alone for as long as he can recall, and secretly desires companionship (even though he would likely not admit this verbally even under the threat of death) of those lesser races which he looks down upon.</p><p></p><p><strong>Height, Weight, Age:</strong> 6 ft. 7 in., 285 lbs., 19 years old.</p><p><strong>Region of Origin:</strong> Tamerland, headwaters of the Caracasa River</p><p><strong>Languages:</strong> Common, Draconic</p><p></p><p><strong>Background:</strong> Sasskasa has spent his whole life wandering – he hails from a remote village near the headwaters of the Caracasa River, deep in the jungle of the same name. However, he has not been near his home for many a year – no one knows what happened to his tribe, or even if they still exist. The headstrong and taciturn lizardman will not speak of them; so it is likely that only a journey into the depths of the Caracasa Jungle will reveal the truth.</p></blockquote><p></p>
[QUOTE="Ashy, post: 1710437, member: 312"] [smallcaps][B]Sasskasa[/B][/smallcaps] [B]Male Lizardfolk Rgr1[/B]; Size M; HD 1d10+4; hp 15; Init +1 (+1 Dex); Spd 30 ft, Sw 40 ft.; AC 14 (+2 leather armor, +1 Dex, +1 natural); BAB +1; Grp +5; Atk +5 melee (scimitar, 1d6, crit 18-20x2, 4 lb., one-handed, slashing OR light flail, 1d8, crit x2, 5 lbs., bludgeoning OR degger, 1d4/1d6, crit 19-20x2, 2 lbs., piercing), +2 ranged (returner, 1d4/1d6, crit x2, 20ft., 1 lb., bludgeoning and piercing); Full Atk as Atk; SA See below; SQ See below; AL CN; SV Fort +6, Ref +1, Will -1; Str 18 (+4), Dex 12 (+1), Con 18 (+4), Int 12 (+1), Wis 8 (-1), Cha 6 (-2). [B]Skills and Feats:[/B] Climb 4 (0 ranks, +4 Str), Heal 5 (3 ranks, -1 Wis, +3 Racial Talent), Jump 4 (0 ranks, +4 Str), Knowledge (nature) 11 (8 ranks, +1 Int, +2 Lizardfolk), Survival 12 (9 ranks -1 Wis, +2 Lizardfolk, +2 Racial Talent), Swim 12 (0 rank, +4 Str, +8 Lizardfolk); Toughness (+3 hp), Track (ranger bonus). [B]Lizardfolk Traits:[/B] Natural Armor Bonus: Lizardfolk have thick hides and gain a +1 natural armor bonus to Defense; Low-Light Vision: Lizardfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions; +8 Swim to avoid hazards or perform special actions; Lizardfolk can always take 10 on Swim; Lizardfolk can use run action provided movement is in straight line while swimming; Lizardfolk receive a bonus of +2 Knowledge (nature) & Survival; Lizardfolk can hold breath three time Con score; Lizardfolk can never gain proficiency with Heavy Armor [B]Ranger Abilities:[/B] Rangers are proficient with all simple and martial weapons, light armor, medium armor, and shields; when wearing light armor or no armor, the ranger can fight with two weapons as if he had the feats Ambidexterity and Two-Weapon fighting (this is lost when wearing heavier armor or fighting with a double-headed weapon); rangers can cast divine spells at 4th level; rangers gain Track as a bonus feat; [B]Favored Enemy: Vermin (+2 to Bluff,Listen,Sense Motive,Spot,Survival,+2 Damage vs. Vermin)[/B]; Improved Two-Weapon fighting (BAB +9). [B]Racial Talent:[/B] Talent Skills: +3 to Heal, +2 to Survival (1st level) [B]Equipment:[/B] leather armor (adorned as below), scimitars (2), light flail (2), degger (2), returner (4), backpack [waterskin (full), caltrops, flint and steel, trail rations (2 days worth), hemp rope (50 ft.), grappling hook (bone), oil (3 flasks), empty sacks (2), whetstone, large chunk of half-eaten salted pork], 159 gp (in the form of various gemstones, kept in backpack) = Light load (41 lbs.) [B]XP:[/B] 0 xp / 1000 xp [B]Description and Personality:[/B] Sasskasa looks every bit the primitive, barbaric lizardman: his grey-green scaled hide is covered with pictograms and tattoos depicting crocodiles, snakes, and large birds of prey (they are actually vultures, but it is hard to tell) as well as other geometric patterns that mean little to those outside his race. He wears only his leather armor (made from the tanned hide of a crocodile and adorned with spike-like boar tusks, claws, bones, teeth and feathers of various animals. Over the whole of the affair lies a bamboo and colored shell mosaic of a large crocodile with it sun in its mouth and the moon held within a coiled tail, which is surprisingly well crafted and beautiful to behold. Sasskasa carries little in the ways of personal effects, but everything that he does carry is festooned with some form of dangling talisman, adornment or decoration – all of which have some form of meaning to the haughty lizardman. His twin scimitars, which he calls “Asp” and “Boa” are stylistically crafted and engraved to look like their namesakes – large snakes (the blade of Asp is made to look like a curving forked tongue and the blade of Boa makes up the bulk of the snake’s thick body). Likewise, his other weapons take on totem-like qualities: his fails look like colorful jungle frogs with their tongues distended, his deggers like barbed and jagged lizards, while his returners all display bird-of-prey motifs. All that he owns he carries on his back, and frankly, he seems to prefer it that way; never weighing himself down with things he deems unnecessary. Sasskasa is painfully haughty and crass. He feels that all other races are naturally lesser than his kind, and rarely hesitates to let them know as much. However, he is very good at what he does, despite still being a very young lizardman, and so other races that hire him as a guide or tracker tend to willingly bear the brunt of his barbs. Sasskasa is also frightfully independent, having been on his own for as long as he could remember; he does not take orders well, although he will go along with a group decision if it suits him (at that moment). While he has yet to make any true friends, this desire is one of the most powerful driving forces in his psyche: he has been alone for as long as he can recall, and secretly desires companionship (even though he would likely not admit this verbally even under the threat of death) of those lesser races which he looks down upon. [B]Height, Weight, Age:[/B] 6 ft. 7 in., 285 lbs., 19 years old. [B]Region of Origin:[/B] Tamerland, headwaters of the Caracasa River [B]Languages:[/B] Common, Draconic [B]Background:[/B] Sasskasa has spent his whole life wandering – he hails from a remote village near the headwaters of the Caracasa River, deep in the jungle of the same name. However, he has not been near his home for many a year – no one knows what happened to his tribe, or even if they still exist. The headstrong and taciturn lizardman will not speak of them; so it is likely that only a journey into the depths of the Caracasa Jungle will reveal the truth. [/QUOTE]
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