Uriel
Living EN World Judge
Verakka
Lizardman (+2CR)Level 1 Rogue, Level 1 Ranger, Level 1 Sorcerer (Monte Version)
Align: Neutral
Male, 6'3".175 pounds, yellow eyes, dark green skin with pale yellow undersides, light green spines and dewlap (neck 'comb'). Age 16 (human equiv 25)
Str 18 +4
Dex 18 +4
Con 16 +3
Int 14 +2
Wis 12 +1
Cha 14 +2
HP 45
BaB +2
Fort +5
Ref +9
Will +3
Init +8
Move 30'/Swim 30'
Speaks Draconic, Common
AC: 19
Flat: 15
Touch: 19
+5 Natural Armor
+6 Jump, +8 Swim, +4 Balance
Skills:10 (LM) + 40 Rogue,6 Ranger,6 Sorcerer
Multi-Attack
Weapon Proficiency
Gladiatorial Slave Background: Exotic Weapons;
Bastard Sword, Net, Warfan
Combat Reflexes
Improved Initiative
Track, 2 Weapon fighting, Ambidexterity
Favored Enemy: Humans
Sneak Attack +1D6
Summon Familiar
Weapon Focus:Bastard Sword
Fey-Blooded: (Charm Person 1/D as a spell-like ability.
Necromancer spells@ -1 caster level, -4 to resist Spells/Powers from Fey Beings)
The Talaxian Duelist Sword Style
Lesson 1-Calm Demeanor
The calm demeanor technique makes
Concentration a Class Skill for the duelist, and gives him a +2 bonus to Will saves
against mind-affecting spells if he is in melee combat.
Lesson 2-Weapon Mastery
Gains Weapon Focus:Bastard Sword
Attacks
Claws +6 /+4 as offhand with sword 1D4+4 20/X2
Bite 1D4 /+4 1D4+2 20/X2 Gets this in addition to claws/weapons
Bastard Sword +8 1D10+6 two handed, +4 1 handed 19-20/X2
Gladius +7/+5 offhand 1D6+4/2 in of-hand 18-20/X2
Club +6 1D6+4/2 in off-hand 20/X2
Long Composite Bow +6/+7 with master worked arrows 1D8+4 20/X3 110' increments
Dagger +6 1D4+4 10' Increments
Spider Throwing Knife 1D4+, 19-20/X3 20' Increments
Familiar: "Sletha" Tiny Pit Viper
HD:5, HP 22 Initiative +3 Move 15' Climb, Swim and standard
Str 6 Dex 17 Con 11 Int 6 Wis 12 Cha 2 AC:18 (3Dex,2 Size, 3 Natural)
Bite +5 1D4-3 (I min) + Poison: DC 11 Primary and Secondary is 1D6 Con
Scent, Balance +12, Climb +12, Hide +18, Listen +8, Spot +8.
Weapon Finesse: Bite
Alertness, Improved Evasion, Share Spells,
Empathic Link to 1 Mile. +1 NA
Damage Reduction 5/+1, Invisibility Up to 1 minute/Sorc. Level: May be broken up
Into smaller increments.
Dark Brown with tiny yellow flecks.
Listen 5/+11 (+13 with familiar)
Spot 5/+11 (+12 with familiar)
Search 5/+7
Hide 4/+8
Move Silently 4/+8
Disable Device 4/+10
Open Locks 4/+10
Decipher Script 3/+4
Use Magic Device 3/+5
Bluff 2/+4
Appraise 1/+2
Balance 4/+12
Tumble 2/+6
Jump 4/+14
Swim 2/+14
Climb 1/+5
Spellcraft 2/+3
Concentration 1/+4
Know: Arcana 2/+3
Intimidate 1/+3
Gather Information 1/+3
Wilderness Lore 3/+4
Spells Known: 5/3
Cantrips: Detect Magic, Mage Hand, Light, Daze, Quick Boost
1st Level Spells: Mage Armor, True Strike, Charm Person.
Heward's Handy Haversack (2,000GP)
+1 Bastard Sword (2,335GP)
Neck-Torc of Resistance +1 (1,000GP) as Cloak
MW Short Sword (310)
MW Thieves Tools :2 Sets (200GP) < 1 set in Haversack>
Mighty Long Composite Bow (600GP)
Quiver of 17 MW Arrows (119GP)
Quiver of 20 Normal Arrows (1GP) <In Haversack>
4 Daggers (8GP)
3 Spider throwing knives (1 on hip, 2 in Haversack)
Club (on back)
Headband of the Observant (2,000) +2 to Spot and Listen (pg 242 DMG , Vest of Escape as example of an item that gives bonus to 2 skills, still 10 total)
Small pouch for Sletha (5 SP)
Scrolls: (All at 1st level casting) (150GP) <In Haversack>
Color Spray
Spider Climb
Hold Portal
Change Self
Erase
Feather Fall
Potions:
Cure Light Wounds 1D8+1 X4 (200GP) <In Haversack>
3 Tindertwigs (3GP) <In Haversack>
50 Hemp Rope & Grapnel <In Haversack> (2GP)
3 flasks of acid (30GP) <In Haversack>
Belt Pouch (1GP)
3 Sunrods (6GP) <In Haversack>
4 flasks of oil (4SP) <In Haversack>
crowbar (2GP) <In Haversack>
Flint & Steel (1GP) <In Haversack>
Dried Meat Rations: Equivalent to 1 week (3.5GP) <In Haversack>
2 Water Skins-Full (2GP) 1 worn, <1 in Haversack>
Bedroll (1SP) <In Haversack>
Sledge Hammer (1GP) <In Haversack>
Shovel (1GP) <In Haversack>
3 Torches (3CP) <In Haversack>
3 pcs chalk (3 CP) <In Haversack>
200 feet twine in a ball (8CP)
Bag of Stones: 20 or so at a ½ pound each <In Haversack>
3GP, 3SP,8CP in Belt Pouch
Background
Verakka hails from some distant swamp of the Southlands. He doesn't ever speak
of his home, except to say that he is no longer welcome there for undisclosed
reasons. Early in the young Lizardman's life outside of his tribe, Verakka was taken
by Slavers and sold far in the south to a Gladiatorial Arena. Fighting for his
survival, Verakka learned the use of many weapons, as well as perfecting his
natural weaponry. A savagery untapped, as well as the will to survive and be free
eventually led to Verakka's chance to escape. Scaling a Wall in the dead of night,
Verakka headed north to the city of Hurndollin, living amongst the dregs of the
city and learning the skills of the Rogue. It was here, as well, that Verakka
encountered a Society of Rogues, dedicated to a Dueling tradition as a matter of
Honor. Verakka cut an odd figure, dueling in the back alleys and streets, a reptilian
Swashbuckler, and he gained quite a reputation as a settler of disputes. After a
year or so like this, Verakka left the cities of the Midlands and continued North,
living off the land and taking work as a Bounty hunter, where his combat skills
proved invaluable. recently, Verakka has manifested arcane powers, leading to his
current state and obsession with things magical. Taking on a small Pit Viper as a
familiar, Verakka has come to the Banewarrens, seeking to solve the mystery of
their Opening.
Lizardman (+2CR)Level 1 Rogue, Level 1 Ranger, Level 1 Sorcerer (Monte Version)
Align: Neutral
Male, 6'3".175 pounds, yellow eyes, dark green skin with pale yellow undersides, light green spines and dewlap (neck 'comb'). Age 16 (human equiv 25)
Str 18 +4
Dex 18 +4
Con 16 +3
Int 14 +2
Wis 12 +1
Cha 14 +2
HP 45
BaB +2
Fort +5
Ref +9
Will +3
Init +8
Move 30'/Swim 30'
Speaks Draconic, Common
AC: 19
Flat: 15
Touch: 19
+5 Natural Armor
+6 Jump, +8 Swim, +4 Balance
Skills:10 (LM) + 40 Rogue,6 Ranger,6 Sorcerer
Multi-Attack
Weapon Proficiency
Gladiatorial Slave Background: Exotic Weapons;
Bastard Sword, Net, Warfan
Combat Reflexes
Improved Initiative
Track, 2 Weapon fighting, Ambidexterity
Favored Enemy: Humans
Sneak Attack +1D6
Summon Familiar
Weapon Focus:Bastard Sword
Fey-Blooded: (Charm Person 1/D as a spell-like ability.
Necromancer spells@ -1 caster level, -4 to resist Spells/Powers from Fey Beings)
The Talaxian Duelist Sword Style
Lesson 1-Calm Demeanor
The calm demeanor technique makes
Concentration a Class Skill for the duelist, and gives him a +2 bonus to Will saves
against mind-affecting spells if he is in melee combat.
Lesson 2-Weapon Mastery
Gains Weapon Focus:Bastard Sword
Attacks
Claws +6 /+4 as offhand with sword 1D4+4 20/X2
Bite 1D4 /+4 1D4+2 20/X2 Gets this in addition to claws/weapons
Bastard Sword +8 1D10+6 two handed, +4 1 handed 19-20/X2
Gladius +7/+5 offhand 1D6+4/2 in of-hand 18-20/X2
Club +6 1D6+4/2 in off-hand 20/X2
Long Composite Bow +6/+7 with master worked arrows 1D8+4 20/X3 110' increments
Dagger +6 1D4+4 10' Increments
Spider Throwing Knife 1D4+, 19-20/X3 20' Increments
Familiar: "Sletha" Tiny Pit Viper
HD:5, HP 22 Initiative +3 Move 15' Climb, Swim and standard
Str 6 Dex 17 Con 11 Int 6 Wis 12 Cha 2 AC:18 (3Dex,2 Size, 3 Natural)
Bite +5 1D4-3 (I min) + Poison: DC 11 Primary and Secondary is 1D6 Con
Scent, Balance +12, Climb +12, Hide +18, Listen +8, Spot +8.
Weapon Finesse: Bite
Alertness, Improved Evasion, Share Spells,
Empathic Link to 1 Mile. +1 NA
Damage Reduction 5/+1, Invisibility Up to 1 minute/Sorc. Level: May be broken up
Into smaller increments.
Dark Brown with tiny yellow flecks.
Listen 5/+11 (+13 with familiar)
Spot 5/+11 (+12 with familiar)
Search 5/+7
Hide 4/+8
Move Silently 4/+8
Disable Device 4/+10
Open Locks 4/+10
Decipher Script 3/+4
Use Magic Device 3/+5
Bluff 2/+4
Appraise 1/+2
Balance 4/+12
Tumble 2/+6
Jump 4/+14
Swim 2/+14
Climb 1/+5
Spellcraft 2/+3
Concentration 1/+4
Know: Arcana 2/+3
Intimidate 1/+3
Gather Information 1/+3
Wilderness Lore 3/+4
Spells Known: 5/3
Cantrips: Detect Magic, Mage Hand, Light, Daze, Quick Boost
1st Level Spells: Mage Armor, True Strike, Charm Person.
Heward's Handy Haversack (2,000GP)
+1 Bastard Sword (2,335GP)
Neck-Torc of Resistance +1 (1,000GP) as Cloak
MW Short Sword (310)
MW Thieves Tools :2 Sets (200GP) < 1 set in Haversack>
Mighty Long Composite Bow (600GP)
Quiver of 17 MW Arrows (119GP)
Quiver of 20 Normal Arrows (1GP) <In Haversack>
4 Daggers (8GP)
3 Spider throwing knives (1 on hip, 2 in Haversack)
Club (on back)
Headband of the Observant (2,000) +2 to Spot and Listen (pg 242 DMG , Vest of Escape as example of an item that gives bonus to 2 skills, still 10 total)
Small pouch for Sletha (5 SP)
Scrolls: (All at 1st level casting) (150GP) <In Haversack>
Color Spray
Spider Climb
Hold Portal
Change Self
Erase
Feather Fall
Potions:
Cure Light Wounds 1D8+1 X4 (200GP) <In Haversack>
3 Tindertwigs (3GP) <In Haversack>
50 Hemp Rope & Grapnel <In Haversack> (2GP)
3 flasks of acid (30GP) <In Haversack>
Belt Pouch (1GP)
3 Sunrods (6GP) <In Haversack>
4 flasks of oil (4SP) <In Haversack>
crowbar (2GP) <In Haversack>
Flint & Steel (1GP) <In Haversack>
Dried Meat Rations: Equivalent to 1 week (3.5GP) <In Haversack>
2 Water Skins-Full (2GP) 1 worn, <1 in Haversack>
Bedroll (1SP) <In Haversack>
Sledge Hammer (1GP) <In Haversack>
Shovel (1GP) <In Haversack>
3 Torches (3CP) <In Haversack>
3 pcs chalk (3 CP) <In Haversack>
200 feet twine in a ball (8CP)
Bag of Stones: 20 or so at a ½ pound each <In Haversack>
3GP, 3SP,8CP in Belt Pouch
Background
Verakka hails from some distant swamp of the Southlands. He doesn't ever speak
of his home, except to say that he is no longer welcome there for undisclosed
reasons. Early in the young Lizardman's life outside of his tribe, Verakka was taken
by Slavers and sold far in the south to a Gladiatorial Arena. Fighting for his
survival, Verakka learned the use of many weapons, as well as perfecting his
natural weaponry. A savagery untapped, as well as the will to survive and be free
eventually led to Verakka's chance to escape. Scaling a Wall in the dead of night,
Verakka headed north to the city of Hurndollin, living amongst the dregs of the
city and learning the skills of the Rogue. It was here, as well, that Verakka
encountered a Society of Rogues, dedicated to a Dueling tradition as a matter of
Honor. Verakka cut an odd figure, dueling in the back alleys and streets, a reptilian
Swashbuckler, and he gained quite a reputation as a settler of disputes. After a
year or so like this, Verakka left the cities of the Midlands and continued North,
living off the land and taking work as a Bounty hunter, where his combat skills
proved invaluable. recently, Verakka has manifested arcane powers, leading to his
current state and obsession with things magical. Taking on a small Pit Viper as a
familiar, Verakka has come to the Banewarrens, seeking to solve the mystery of
their Opening.
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