Editing "Leafscale"

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Leafscale - 4th level Lesser-Crested Lizardfolk Druid - Green Faith Follower/Acolyte
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Leafscale - 1st level Lizardfolk Druid - Green Faith Follower/Acolyte
  
 
Background-displayed a deeper level of connection with the natural world than most lizard folk.  This was something, being that her people had always been more tied into the natural world than a great many other races, at least to their way of thinking. Being set apart and remarked on also ended up isolating her from those her own age, and soon after that her own people. She was still living among them, but became less tied to the community and more a part of the natural order of things. She wandered out most days and took in the world, looking around and exploring. Leafscale was introduced to her first ranger, through a trader who came by twice a year bringing her people the manufactured goods they sought. The ranger saw what the others had seen, but instead of placing her in a spot that isolated her, he accepted it as a natural thing and took her to meet another first…this time a druid.   
 
Background-displayed a deeper level of connection with the natural world than most lizard folk.  This was something, being that her people had always been more tied into the natural world than a great many other races, at least to their way of thinking. Being set apart and remarked on also ended up isolating her from those her own age, and soon after that her own people. She was still living among them, but became less tied to the community and more a part of the natural order of things. She wandered out most days and took in the world, looking around and exploring. Leafscale was introduced to her first ranger, through a trader who came by twice a year bringing her people the manufactured goods they sought. The ranger saw what the others had seen, but instead of placing her in a spot that isolated her, he accepted it as a natural thing and took her to meet another first…this time a druid.   
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Con. 14
 
Con. 14
 
Int. 13
 
Int. 13
Wis. 16
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Wis. 15
Cha. 10  Alignment: Neutral Good   Deity: Green Faith  Saves: Fort. +6, Reflex +1 , Will +8
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Cha. 10  Alignment: Neutral Good     Deity: Green Faith  Saves:
  
AC: 16 (wearing +1 Leather Armor, +1 Large Wooden Shield) Traits: Devotee of the Green, Reactionary
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Hp. 11  Skills: Know. Geography + 5 (1 Rank), Know. Nature +7 (1 Rank), Perception +6 (1 Rank), Survival +8 (1 Rank), Handle Animal +4 (1 Rank)
  
Hp. 33  Initiative + 2 Move 30ft. 6 squares
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Feats: Improved Initiative, Green Faith Acolyte - casts spells affecting plants +1 caster level Languages: Draconic, Common, Druidic  Traits:
<br/>
 
  
Skills: Know. Geog. + 6 (2 Ranks), Know. Nature +10(3 Ranks), Perception +10 (4 Ranks), Survival +12(4 Ranks), Handle Animal +7 (4 Ranks), Spellcraft +6 (2 Ranks)
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Equipment: Leather Armor, Shortspear, Brass Knife, Sling and Bullets, Bedroll, Pack, Waterskin,
        Heal +7 (1 Rank)
 
 
 
Feats: Green Faith Acolyte - casts spells affecting plants +1 caster level, Combat Expertise  Languages: Draconic, Common, Druidic
 
 
 
Equipment: Leather Armor, Shortspear +1, Brass Knife, Sling and 10 Bullets, Bedroll, Pack, Waterskin, Herbs in pouch, Potion of Flying, Cure Light Potion x 3, Canvas Tarp, Rope 50'
 
 
 
Druid Domain:Plant  Spells: Level 0 - 5,  Level 1 - 4 +1(Domain), Level 2 - 3+1 (Domain)
 
 
 
She'll have the following spells ready to go: 0 level - Detect Poison, Guidance, Purify Food and Drink, Resistance, 1st level - Cure Light x2, Obscuring Mist, Speak W/Animals, Entangle (Domain) 2nd Level - Eagle Eye, Flaming Sphere, Lesser Restoration, Barkskin (Domain)
 
 
 
Attacks with her +1 Shortspear (+6 Melee, +4 Ranged to hit and her damage is 1d6+3), Sling +3 Ranged 1d4+2 (50ft), Brass Knife  +5 Melee 1d4+2
 
 
 
 
 
  Lesser Crested Lizardfolk, Base Class
 
 +1 Strength, +1 Constitution, –2 Intelligence. (now these balance out; +1s instead of +2s for the high stats)
 
 Medium size.
 
 Humanoid (Reptilian)
 
 A lizardfolk’s base land speed is 30 feet.
 
 Darkvision out to 60 feet.
 
 Racial Hit Dice, saving throws, skills etc : as class
 
 Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. (I think keep these as is)
 
 Feats: as class
 
 +2  (not +5!) natural armor bonus.
 
 Natural Weapons: 2 claws (1d4) and bite (1d4).
 
 Weapon and Armor Proficiency: as class
 
 Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
 
 Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin (removed non campaign lingos)
 
 Favored Class: Druid.
 

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