Editing Crookshank, exiled and wandering lizardman

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*'''Class: Lizardman'''
 
*'''Class: Lizardman'''
 
*'''Level: 3'''
 
*'''Level: 3'''
*'''Level Title: Headbasher'''
+
*'''Level Title: (?)'''
*'''XP: 4454'''
+
*'''XP: (Whatever 3rd level is)'''
 
*'''XP required for next level: (Whatever 4th level is)'''
 
*'''XP required for next level: (Whatever 4th level is)'''
*'''Alignment: Neutral'''
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*'''Alignment: Chaotic Neutral'''
  
 
*'''STR: 13'''
 
*'''STR: 13'''
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*'''AC: 2 (with Chain & Shield) '''
 
*'''AC: 2 (with Chain & Shield) '''
 
*'''HP: 17'''
 
*'''HP: 17'''
*'''Move: 60'/20'/60' '''
+
*'''Move: '''
 
*'''Saving Throws'''
 
*'''Saving Throws'''
**''Death Ray or Poison: 12''
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**''Death Ray or Poison''
**''Magic Wands: 13''
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**''Magic Wands''
**''Paralysis or Turn to Stone: 14''
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**''Paralysis or Turn to Stone''
**''Dragon Breath: 15''
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**''Dragon Breath''
**''Rod, Staff, or Spell: 16''
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**''Rod, Staff, or Spell''
  
 
==Race and Class Abilities==
 
==Race and Class Abilities==
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Base XP: 2200
 
Base XP: 2200
 
 
 
XP Advancement Chart: As Dwarf (2200, 4400...)
 
XP Advancement Chart: As Dwarf (2200, 4400...)
 
 
Max Level: 10
 
Max Level: 10
 
 
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)
 
 
Attack: As fighter
 
Attack: As fighter
 
 
Save: As fighter
 
Save: As fighter
 
 
Prime Requisite: STR
 
Prime Requisite: STR
 
 
Min Score: STR 13
 
Min Score: STR 13
 
 
XP Bonus: +5% for STR 16+, +10% for STR 16+/CON 13+
 
XP Bonus: +5% for STR 16+, +10% for STR 16+/CON 13+
 
 
Armor: (Any, but see below)
 
Armor: (Any, but see below)
 
 
Weapons: Any
 
Weapons: Any
 
 
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).
 
 
Native Languages: Lizard Man, Common
 
Native Languages: Lizard Man, Common
 +
Infravision: Yes
  
Infravision: Yes
 
  
 
==Gear and Treasure==
 
==Gear and Treasure==
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*'''Encumbrance: 680'''
+
*'''Encumbrance: '''
*'''Armor: Chainmail, Shield painted with tribal designs'''
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*'''Armor: Chainmail, Shield'''
*'''Weapons: '''
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*'''Weapons: Aztec Mace (treat as Mace damage, 1d6, Enc. 70, cost 3gp)'''
** Aztec Mace (treat as Mace damage, 1d6, Enc. 70, cost 3gp)  
+
**
** Long bow with 60 arrows (1d6, Enc. 30, cost 50 gp)'''
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*'''Gear'''
*'''Gear: '''
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**
**2 weeks rations (10gp), 5 flasks oil (10 gp), Backpack (5gp), 6 Torches (1gp), 2 waterskins (2 gp), tinderbox (3 gp), rope 50' (1gp)
+
*'''Coins''' ''GP'' ''EP'' ''SP'' ''CP''
*'''Coins: 5 gp''' ''GP'' ''EP'' ''SP'' ''CP''
 
 
*'''Treasure'''
 
*'''Treasure'''
  

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