Editing Crookshank, exiled and wandering lizardman
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Base XP: 2200 | Base XP: 2200 | ||
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XP Advancement Chart: As Dwarf (2200, 4400...) | XP Advancement Chart: As Dwarf (2200, 4400...) | ||
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Max Level: 10 | Max Level: 10 | ||
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Hit Die: d8 (+2 h.p. at 10th level--name level at 9th) | Hit Die: d8 (+2 h.p. at 10th level--name level at 9th) | ||
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Attack: As fighter | Attack: As fighter | ||
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Save: As fighter | Save: As fighter | ||
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Prime Requisite: STR | Prime Requisite: STR | ||
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Min Score: STR 13 | Min Score: STR 13 | ||
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XP Bonus: +5% for STR 16+, +10% for STR 16+/CON 13+ | XP Bonus: +5% for STR 16+, +10% for STR 16+/CON 13+ | ||
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Armor: (Any, but see below) | Armor: (Any, but see below) | ||
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Weapons: Any | Weapons: Any | ||
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Special: Natural AC 5. AC 4 in Leather, AC 3 in Chain, AC 2 in Plate. Armor costs 5x normal. No random magical armors will fit. Base swim 120', adjust for encumbrance, no swimming in plate. Base land move 60'. Hide when motionless in natural water 4-in-6. Hold Breath for 3 turns. May wield large clubs that damage as maces (1d6). May attack unarmed either with a bite (1-3) or two claws (1-2/1-2). | Special: Natural AC 5. AC 4 in Leather, AC 3 in Chain, AC 2 in Plate. Armor costs 5x normal. No random magical armors will fit. Base swim 120', adjust for encumbrance, no swimming in plate. Base land move 60'. Hide when motionless in natural water 4-in-6. Hold Breath for 3 turns. May wield large clubs that damage as maces (1d6). May attack unarmed either with a bite (1-3) or two claws (1-2/1-2). | ||
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Native Languages: Lizard Man, Common | Native Languages: Lizard Man, Common | ||
+ | Infravision: Yes | ||
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==Gear and Treasure== | ==Gear and Treasure== |