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OoC:The Sceptre of Kings:A Heroic Dwarven Quest
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<blockquote data-quote="Knight Otu" data-source="post: 968884" data-attributes="member: 192"><p><strong>Skezzketh, Lawful Neutral Male Lizardfolk Spirit Warrior</strong></p><p><strong>Monk 8</strong></p><p><strong></strong></p><p><strong>Speed:</strong> 50 ft. (Standard 30 ft.)</p><p><strong>HD:</strong> 2d8+6 (Lizardfolk) + 8d8+24 (Monk)</p><p><strong>HP:</strong> 110 hp (Max)</p><p></p><p><strong>Str:</strong> 18 (+4) [8] +2 racial, +1 increase 4th</p><p><strong>Dex:</strong> 16 (+3) [10]</p><p><strong>Con:</strong> 16 (+3) [6] +2 racial</p><p><strong>Int:</strong> 12 (+1) [6] -2 racial</p><p><strong>Wis:</strong> 17/21 (+3/+5) [10] +1 increase 8th</p><p><strong>Cha:</strong> 8 (-1) [0]</p><p></p><p><strong>Base Attack:</strong> +7/+2 (+1 lizardfolk, +6 monk)</p><p><strong>Base Flurry of Blows:</strong> +6/+6/+1</p><p><strong>Grapple:</strong> +11 (+15?)</p><p></p><p><strong>AC: 23/25</strong> (+5 natural, +3 Dex, +3/+5 Wis, +1 monk, +1 deflection)</p><p><strong>Initiative: +7</strong> (+4 Improved Initiative, +3 Dex)</p><p><strong>Fort +12</strong> [+0 lizardfolk, +6 monk, +3 Con, +3 cloak]</p><p><strong>Ref +15</strong> [+3 lizardfolk, +6 monk, +3 Dex, +3 Cloak]</p><p><strong>Will +12/+14</strong> [+0 lizardfolk, +6 monk, +3/+5 Wis, +3 cloak]</p><p></p><p><strong>Attacks</strong></p><p>Ghost Tooth (+2 ghost touch kama) +13/+8 melee; 1d6+6 slashing; x2/19-20</p><p>Flurry with Ghost Tooth +12/+12/+7 melee; melee; 1d6+6 slashing; x2/19-20</p><p>Unarmed Strike +12/+6; 1d10+4 bludgeoning; x2</p><p>Flurry with Unarmed Strike +11/+11/+6; 1d10+4 bludgeoning; x2</p><p>2 claws +11 and bite +6; claw 1d4+4 slashing, bite 1d4+2 b/s/p; x2</p><p></p><p><strong>Skills: [15 lizardfolk, 40 monk]</strong></p><p>Balance +16 [+3 lizardfolk, +4 monk, +4 racial, +3 Dex, +2 synergy (Tumble)]</p><p>Climb +10 [+0 lizardfolk, +6 monk, +4 Str]</p><p>Concentration +9 [+0 lizardfolk, +6 monk, +3 Con]</p><p>Jump +18 (+26?) [+4 lizardfolk, +4 monk, +4 racial, +4 Str, +2 synergy (Tumble), (+8 speed?)]</p><p>Knowledge (nature): +4 [+2.5 [5] lizardfolk (cc), +.5 [1] monk (cc), +1 Int]</p><p>Knowledge (religion): +3 [+0 lizardfolk, +2 monk , +1 Int]</p><p>Listen +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]</p><p>Spot +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness]</p><p>Survival +4/+6 [+0 lizardfolk, +1 [2] monk (cc), +3/+5 Wis]</p><p>Swim +16 [+3 lizardfolk, +5 monk, +4 racial, +4 Str]</p><p>Tumble +11 [+0 lizardfolk, +6 monk, +3 Dex, +2 synergy (Jump)]</p><p></p><p><strong>Feats:</strong> Alertness, Deflect Arrows [B, Monk 2], Dodge, Improved Grapple [B, Monk 1], Improved Initiative, Improved Trip [B, Monk 6], Weapon Focus (Unarmed Strike)</p><p></p><p><strong>Special Abilities:</strong> Evasion, Flurry of Blows (1 extra attack at -1), Purity of Body, Slow Fall 30 ft., Spirit/Ki Strike (magic), Still Mind (+2 on saves against Enchantment spells), Unarmed Stike, Wholeness of Body (14 hp)</p><p></p><p><strong>Equipment:</strong> Backpack (2 gp; 2 lb), Waterskin (1 2 gp; 4 lb), Trail Rations (5 days) (2.5 gp; 5 lb), Talismans (ineffective) (10 gp; 0 lb), <em>Ghost Tooth (+2 ghost touch kama (18,302 gp; 2 lb; 1d6+6; 19-20/x2)) <L></em>, Goggles of Night (8,000 gp; 0 lb), Periapt of Wisdom +4 (16,000 gp; 0 lb), Cloak of Resistance +3 (9000 gp; 1 lb), Ring of Protection +1 (2000 gp; 0 lb), 2 Potions of Bull’s Strength (600 gp; 0 lb), 2 Potions of Cat’s Grace (600 gp; 0 lb), 1 Potion of Lesser Restoration (300 gp; 0 lb), 3 Potions of Spider Climb (150 gp; 0 lb)</p><p><strong>Load:</strong> 14 lb.</p><p><strong>Carrying Capacity:</strong> 100/200/300 lb.</p><p>32 gp, 5 sp in coins.</p><p></p><p><strong>Languages known:</strong> Draconic, Dwarven</p><p></p><p>Among the lizardfolk tribes of the Yellow Marshes, the Tribe of the Swamp Spirits is more tradition-bound than most other tribes. As such, it has kept alive the nearly forgotten tradition of the Spirit Warriors, fighters who supposedly hear the whispers of the spirits around them, warning them from near danger. While many humanoids, and even a number of lizardfolk, think of them as fairy tales, Spirit Warriors do exist, and Skezzketh is one of them. As the second-oldest Spirit Warrior who is not yet teaching the young, he has fought many fights, whether alone, with other Spirit Warriors, or with other allies, such as the dwarves. The experiences from these fights led him to deeper understandings and respect for the dwarves. If one regards the lizardfolk as blessed by the spirits of Water, then the dwarves are blessed by the spirits of Earth. In Skezzketh’s eyes, and many other lizardfolk following the same traditions, that makes lizardfolk and dwarves closer relatives than lizardfolk and kobolds, or dwarves and the rumored evil duergar.</p><p></p><p>Skezzketh is a 7 feet tall, powerfully built lizardman weighing nearly 180 pounds. As is typical for lizardmen, he does not use much in the ay of clothing, except for a seemingly plain cloak made out of animal skin, and a primitive belt used to hold his weapon when he doesn’t need it. A number of talismans hang from his neck, arms and legs, marking him as a spirit warrior. Skezzketh wears most of these talismans as part of the traditional „garment“ of the spirit warriors, but a few of them actually are inhabited by spirits. The green whisperstone (a periapt of wisdom) hanging around his necks allows him to better hear and understand the whispers of the spirits surrounding him, while the hardened breezeweed band around his finger (a ring of protection) is inhabited by a minor spirit of the winds that causes minor disturbances around him Skezzketh, making him harder to hit. Finally, his cloak (a cloak of resistance) is inhabited by a powerful spirit of luck, aiding him in dire situations. Only recently was he awarded the aid of another talisman inhabited by a spirit by the elders of his tribe, consisting of two large, dark scales (goggles of night). These scales, worn in front of the eyes, allow Skezzketh to see the world as a dwarf does.</p><p></p><p>Skezzketh is armed with a strange weapon reminding vaguely of a sickle, supposedly created by his ancestors a long time ago, propably dating back to the first contact with the dwarves. Ghost Tooth (or athzin thisticc), as the weapon is named, is the home of a powerful, but insubstantial spirit that can be strengthened by its wielder, but always has the power to reach into the spirit worlds, so that it can easily be used by, or if neccessary, against spirits. Ghost Tooth has already proven to be a great ally to Skezzketh, especially against a small number of malevolent spirits, though it could not be found it why these spirits had become malevolent. Skezzketh honors this loyalty by only using Ghost Tooth when it becomes necessary, which he can do without many problems, given that he has empowered his own spirit enough to hurt many creatures normally not affected by normal strikes with his attacks.</p><p></p><p>A few months ago, Skezzketh experienced what the spirit warriors call the szittizz athzin, the one and only time in the live of the spirit warrior that he hears the spirits with great clarity. During this time, a spirit warrior is given a quest by the spirits by the spirits, and in Skezzketh’s case, it was the quest to serve a dwarven prince who would visit the tribe soon. The elders of the tribe were not happy to see him go, but they realized that the will of the spirits had to be fulfilled. It was during this time that he was given the two dark scales that should give him the vision abilities of a dwarf.</p><p></p><p></p><p>Well, I think I caught most things statwise, but I might change a few things of the background for better fitting.</p><p>Rereading Savage Species, I believe that I should have 7 class levels, so I used this version (I also prepared a L8 version, so I can switch to that quickly).</p><p></p><p>A few things: I believe that Imp Grapple prevents the AoO for the grapple attempt and gives a +4 to grapple checks, according to the one of the Devil previews.</p><p>Also, Jump supposedly uses, with some adjustments the D20 Modern rules, which give a +4 bonus to Jump checks per 10 feet movement above 30 feet.</p><p></p><p>I haven't adjusted Hit Points yet, and I'd vote for the 3/4 method. (adjusted now)</p><p></p><p>(Have I forgotten something...... likely <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 968884, member: 192"] [b]Skezzketh, Lawful Neutral Male Lizardfolk Spirit Warrior[/b] [b]Monk 8 Speed:[/b] 50 ft. (Standard 30 ft.) [b]HD:[/b] 2d8+6 (Lizardfolk) + 8d8+24 (Monk) [b]HP:[/b] 110 hp (Max) [b]Str:[/b] 18 (+4) [8] +2 racial, +1 increase 4th [b]Dex:[/b] 16 (+3) [10] [b]Con:[/b] 16 (+3) [6] +2 racial [b]Int:[/b] 12 (+1) [6] -2 racial [b]Wis:[/b] 17/21 (+3/+5) [10] +1 increase 8th [b]Cha:[/b] 8 (-1) [0] [b]Base Attack:[/b] +7/+2 (+1 lizardfolk, +6 monk) [b]Base Flurry of Blows:[/b] +6/+6/+1 [b]Grapple:[/b] +11 (+15?) [b]AC: 23/25[/b] (+5 natural, +3 Dex, +3/+5 Wis, +1 monk, +1 deflection) [b]Initiative: +7[/b] (+4 Improved Initiative, +3 Dex) [b]Fort +12[/b] [+0 lizardfolk, +6 monk, +3 Con, +3 cloak] [b]Ref +15[/b] [+3 lizardfolk, +6 monk, +3 Dex, +3 Cloak] [b]Will +12/+14[/b] [+0 lizardfolk, +6 monk, +3/+5 Wis, +3 cloak] [b]Attacks[/b] Ghost Tooth (+2 ghost touch kama) +13/+8 melee; 1d6+6 slashing; x2/19-20 Flurry with Ghost Tooth +12/+12/+7 melee; melee; 1d6+6 slashing; x2/19-20 Unarmed Strike +12/+6; 1d10+4 bludgeoning; x2 Flurry with Unarmed Strike +11/+11/+6; 1d10+4 bludgeoning; x2 2 claws +11 and bite +6; claw 1d4+4 slashing, bite 1d4+2 b/s/p; x2 [b]Skills: [15 lizardfolk, 40 monk][/b] Balance +16 [+3 lizardfolk, +4 monk, +4 racial, +3 Dex, +2 synergy (Tumble)] Climb +10 [+0 lizardfolk, +6 monk, +4 Str] Concentration +9 [+0 lizardfolk, +6 monk, +3 Con] Jump +18 (+26?) [+4 lizardfolk, +4 monk, +4 racial, +4 Str, +2 synergy (Tumble), (+8 speed?)] Knowledge (nature): +4 [+2.5 [5] lizardfolk (cc), +.5 [1] monk (cc), +1 Int] Knowledge (religion): +3 [+0 lizardfolk, +2 monk , +1 Int] Listen +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness] Spot +7/+9 [+0 lizardfolk, +2 monk, +3/+5 Wis, +2 Alertness] Survival +4/+6 [+0 lizardfolk, +1 [2] monk (cc), +3/+5 Wis] Swim +16 [+3 lizardfolk, +5 monk, +4 racial, +4 Str] Tumble +11 [+0 lizardfolk, +6 monk, +3 Dex, +2 synergy (Jump)] [b]Feats:[/b] Alertness, Deflect Arrows [B, Monk 2], Dodge, Improved Grapple [B, Monk 1], Improved Initiative, Improved Trip [B, Monk 6], Weapon Focus (Unarmed Strike) [b]Special Abilities:[/b] Evasion, Flurry of Blows (1 extra attack at -1), Purity of Body, Slow Fall 30 ft., Spirit/Ki Strike (magic), Still Mind (+2 on saves against Enchantment spells), Unarmed Stike, Wholeness of Body (14 hp) [b]Equipment:[/b] Backpack (2 gp; 2 lb), Waterskin (1 2 gp; 4 lb), Trail Rations (5 days) (2.5 gp; 5 lb), Talismans (ineffective) (10 gp; 0 lb), [i]Ghost Tooth (+2 ghost touch kama (18,302 gp; 2 lb; 1d6+6; 19-20/x2)) <L>[/i], Goggles of Night (8,000 gp; 0 lb), Periapt of Wisdom +4 (16,000 gp; 0 lb), Cloak of Resistance +3 (9000 gp; 1 lb), Ring of Protection +1 (2000 gp; 0 lb), 2 Potions of Bull’s Strength (600 gp; 0 lb), 2 Potions of Cat’s Grace (600 gp; 0 lb), 1 Potion of Lesser Restoration (300 gp; 0 lb), 3 Potions of Spider Climb (150 gp; 0 lb) [b]Load:[/b] 14 lb. [b]Carrying Capacity:[/b] 100/200/300 lb. 32 gp, 5 sp in coins. [b]Languages known:[/b] Draconic, Dwarven Among the lizardfolk tribes of the Yellow Marshes, the Tribe of the Swamp Spirits is more tradition-bound than most other tribes. As such, it has kept alive the nearly forgotten tradition of the Spirit Warriors, fighters who supposedly hear the whispers of the spirits around them, warning them from near danger. While many humanoids, and even a number of lizardfolk, think of them as fairy tales, Spirit Warriors do exist, and Skezzketh is one of them. As the second-oldest Spirit Warrior who is not yet teaching the young, he has fought many fights, whether alone, with other Spirit Warriors, or with other allies, such as the dwarves. The experiences from these fights led him to deeper understandings and respect for the dwarves. If one regards the lizardfolk as blessed by the spirits of Water, then the dwarves are blessed by the spirits of Earth. In Skezzketh’s eyes, and many other lizardfolk following the same traditions, that makes lizardfolk and dwarves closer relatives than lizardfolk and kobolds, or dwarves and the rumored evil duergar. Skezzketh is a 7 feet tall, powerfully built lizardman weighing nearly 180 pounds. As is typical for lizardmen, he does not use much in the ay of clothing, except for a seemingly plain cloak made out of animal skin, and a primitive belt used to hold his weapon when he doesn’t need it. A number of talismans hang from his neck, arms and legs, marking him as a spirit warrior. Skezzketh wears most of these talismans as part of the traditional „garment“ of the spirit warriors, but a few of them actually are inhabited by spirits. The green whisperstone (a periapt of wisdom) hanging around his necks allows him to better hear and understand the whispers of the spirits surrounding him, while the hardened breezeweed band around his finger (a ring of protection) is inhabited by a minor spirit of the winds that causes minor disturbances around him Skezzketh, making him harder to hit. Finally, his cloak (a cloak of resistance) is inhabited by a powerful spirit of luck, aiding him in dire situations. Only recently was he awarded the aid of another talisman inhabited by a spirit by the elders of his tribe, consisting of two large, dark scales (goggles of night). These scales, worn in front of the eyes, allow Skezzketh to see the world as a dwarf does. Skezzketh is armed with a strange weapon reminding vaguely of a sickle, supposedly created by his ancestors a long time ago, propably dating back to the first contact with the dwarves. Ghost Tooth (or athzin thisticc), as the weapon is named, is the home of a powerful, but insubstantial spirit that can be strengthened by its wielder, but always has the power to reach into the spirit worlds, so that it can easily be used by, or if neccessary, against spirits. Ghost Tooth has already proven to be a great ally to Skezzketh, especially against a small number of malevolent spirits, though it could not be found it why these spirits had become malevolent. Skezzketh honors this loyalty by only using Ghost Tooth when it becomes necessary, which he can do without many problems, given that he has empowered his own spirit enough to hurt many creatures normally not affected by normal strikes with his attacks. A few months ago, Skezzketh experienced what the spirit warriors call the szittizz athzin, the one and only time in the live of the spirit warrior that he hears the spirits with great clarity. During this time, a spirit warrior is given a quest by the spirits by the spirits, and in Skezzketh’s case, it was the quest to serve a dwarven prince who would visit the tribe soon. The elders of the tribe were not happy to see him go, but they realized that the will of the spirits had to be fulfilled. It was during this time that he was given the two dark scales that should give him the vision abilities of a dwarf. Well, I think I caught most things statwise, but I might change a few things of the background for better fitting. Rereading Savage Species, I believe that I should have 7 class levels, so I used this version (I also prepared a L8 version, so I can switch to that quickly). A few things: I believe that Imp Grapple prevents the AoO for the grapple attempt and gives a +4 to grapple checks, according to the one of the Devil previews. Also, Jump supposedly uses, with some adjustments the D20 Modern rules, which give a +4 bonus to Jump checks per 10 feet movement above 30 feet. I haven't adjusted Hit Points yet, and I'd vote for the 3/4 method. (adjusted now) (Have I forgotten something...... likely :D) [/QUOTE]
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OoC:The Sceptre of Kings:A Heroic Dwarven Quest
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