ttrpg-compendium/characters/shazurik-lizardfolk-rogue.md
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4.9 KiB
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Shazurik, a Refugee Lizardfolk Rogue

Attributes

**STRength**: +3

DEXterity: +2 CONstitution: +1 INTelligence: -1 WISdom: +1 CHArisma: +1

Skills

Acrobatics (DEX): +5 (Trained) Arcana (INT): -1 (Untrained) Athletics (STR): +6 (Trained) Crafting (WIS) - Deception (CHA): +4 (Trained) Diplomacy (CHA): +1 (Untrained) Intimidation (CHA): +4 (Trained) Lore (INT) - Previous Settlement: +2 (Trained) - Dusk Hollow: +2 (Trained) - Astronomy: +2 (Trained) Medicine (WIS): +1 (Untrained) Nature (WIS): +1 (Untrained) Occultism (INT): -1 (Untrained) Performance (CHA) - Religion (WIS): +1 (Untrained) Society (INT): +2 (Trained) Stealth (DEX): +5 (Trained) Survival (WIS): +4 (Trained) Thievery (DEX): +5 (Trained)

Feats

Combat

Hit Points: 17 / 17

Armor Class:

Fortitude: +5 (Trained) Reflex: +7 (Expert) Will: +6 (Expert)

Attack: Claws: +3, d6 + 3 - Sneak Attack: +d6

Abilities

  • <1> Ancestry - Unseen Lizardfolk: minor shift in skin color - +2 Stealth

Ancestry: Lizardfolk

Hit Points: 8 Size: Medium Speed: 25 feet

Attribute Boosts - Strength - Wisdom - Dexterity

Attribute Flaws - Intelligence

Languages - Common - Iruxi

Aquatic Adapdation

  • Breath Control feat:
    • Hold breath for 25 times as long as usual before suffocating.
    • +1 (circumstance) to saves against inhaled threats
      • success on such a saving throw is a critical success instead

Claws

  • Unarmed Attack: d6 Slashing {Brawling Group}{Finesse}{Agile}{Versatile: P}

Heritage: Unseen Lizardfolk

  • <1> Minor shift in skin color; Significant shift in skin color
    • In an environment with similar coloration, can use the <1> action to gain a +2 (circumstance) to Stealth checks until surroundings change in coloration or pattern.

Ancestry Feat: Iruxi Armaments

  • Claws: Upgrade to d6 slashing; add {Versatile: Piercing}

Background: Refugee

Attribute Boosts - Constitution - Strength

Skill Feat:

  • Streetwise
    • Can use Society instead of Diplomacy to Gather Information
    • In familiar settlements, Recall Knowledge with Society

Proficiencies - Society - Lore (Dusk Hollow)

Class: Rogue

Hit Points: 8 + CON / level

Attribute Boosts - [Key] Strength - Dexterity - Constitution - Charisma

Perception: Expert

Saving Throws Reflex: Expert Will: Expert Fortitude: Trained

Skill Proficiencies (Trained) - Stealth - Lore (Dusk Hollow) - Thievery - Deception - Athletics - Acrobatics - Survival - Lore (Astronomy) - [Ruffian] Intimidate

Combat Proficiencies (Trained) - Simple Weapons - Martial Weapons - Unarmed Strikes - Light Armor - Unarmored Defense - [Ruffian] Medium Armor

Class DC - Rogue (Trained)

Rogue's Racket: Ruffian - Sneak Attack with any simple (d8 or less), or martial or advanced (d6 or less) weapon. - Critical specialization if target is off-guard to me. - Trained: Intimidation - Choose Strength for key attribute - Trained: Medium Armor - Light armor expertise/mastery also gives medium armor expertise/mastery

Sneak Attack - Bonus d6 (precision) against off-guard targets when attacked with agile/finesse melee/unarmed/thrown, or a ranged weapon

Surprise Attack - first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you

Rogue Feat: Trap Finder - +1 (circumstance) to Perception (find traps), AC (against traps), and saves (against traps) - Automatic check to search for traps, even if not searching - Disable traps that require Thievery: Mastery

Skill Feat: Intimidating Glare - Demoralize with a mere glare, remove auditory trait, add visual trait - No penalty if the target doesnt understand your language