Editing Crookshank, exiled and wandering lizardman
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*'''Class: Lizardman''' | *'''Class: Lizardman''' | ||
*'''Level: 3''' | *'''Level: 3''' | ||
− | *'''Level Title: | + | *'''Level Title: (?)''' |
− | *'''XP: | + | *'''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''' | + | *'''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: | + | *'''Move: ''' |
*'''Saving Throws''' | *'''Saving Throws''' | ||
− | **''Death Ray or Poison | + | **''Death Ray or Poison'' |
− | **''Magic Wands | + | **''Magic Wands'' |
− | **''Paralysis or Turn to Stone | + | **''Paralysis or Turn to Stone'' |
− | **''Dragon Breath | + | **''Dragon Breath'' |
− | **''Rod, Staff, or Spell | + | **''Rod, Staff, or Spell'' |
==Race and Class Abilities== | ==Race and Class Abilities== | ||
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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== | ||
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− | *'''Encumbrance: | + | *'''Encumbrance: ''' |
− | *'''Armor: Chainmail, Shield | + | *'''Armor: Chainmail, Shield''' |
− | *'''Weapons: | + | *'''Weapons: Aztec Mace (treat as Mace damage, 1d6, Enc. 70, cost 3gp)''' |
− | + | ** | |
− | ** | + | *'''Gear''' |
− | *'''Gear | + | ** |
− | ** | + | *'''Coins''' ''GP'' ''EP'' ''SP'' ''CP'' |
− | *'''Coins | ||
*'''Treasure''' | *'''Treasure''' | ||