Lizardfolk Rogue

Build:
Lizardfolk (Cliffscale Lizardfolk) / Mantis Scion / Rogue [Scoundrel] (2nd)

Description:

Backstory:



AC HP Initiative Unarmed Attack Sneak Attack Damage
{17} (24) +8 +7 +1d6
Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 10 (-)
Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 16 (+3)
Fort Reflex Will Perception
Trained: +4 Expert: +9 Expert: +8 Expert: +8


Skill Proficiencies

Traits:
Type Humanoid
Lizardfolk
Ancestry Lizardfolk
Alignment
Speed (25)ft
Size [M]
Bulk (1)/13
Hero Points [1]
Languages Common, Iruxi
Trained Expert Master Legendary
Acrobatics +7 Deception +9
Athletics +6
Crafting +3
Diplomacy +7
Intimidation +7
Lore (Assassin) +3
Nature +6
Stealth +7
Survival +6
Thievery +7


Feats

Class Feats

You're Next [R] Trigger: You reduce an enemy to 0 hit points. Effect: After downing a foe, you menacingly remind another foe that you’re coming after them next. Attempt an Intimidation check with a +2 circumstance bonus to Demoralize a single creature that you can see and that can see you. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger. Rogue, 1st
Distracting Feint - Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves. Rogue, 2nd

Skill Feats

Assurance - [Stealth] [14] Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Skill, Background, 1st
Breath Control - You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead. Skill, Ancestry, 1st
Combat Climber - Your techniques allow you to fight as you climb. You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. Skill, Heritage, 1st
Assurance - [Deception] [16] Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill. Skill, Rogue, 1st
Hobnobber - You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate. Skill, Rogue, 2nd

Ancestry Feats

Razor Claws - Your have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait. Ancestry, 1st


Ancestry Features

Lizardfolk Cliffscale Lizardfolk
Starting Hit Points: [8]
Size: Lizardfolk are Medium sized
Base Speed: Lizardfolk base speed is (25)ft
Ability Boosts - [Strength, Wisdom & Dexterity]:
Ability Flaw - [Intelligence]:
Claws: Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
Aquatic Adaptation: Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.
Cliffslide Heritage
Your toes are adapted for gripping and climbing. You gain the Combat Climber feat as a bonus feat, and as long as you aren’t wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead


Background Features

Mantis Scion
At least one of your parents is a member of the notorious Red Mantis assassins, merciless killers for hire who rarely fail to claim their marks. Whether on purpose or by simple exposure, you were trained from a young age in the art of stalking and killing people.
Ability Boosts - [Dexterity & Charisma]: Choose two ability boosts. One is a free ability boost.
Training: You're trained in the Stealth skill and the Assassin Lore skill.
Background feat: You gain the Assurance skill feat with Stealth.


Class Features

Rogue Features
Key Ability - [Charisma]: At 1st level, your class gives you an ability boost to Dexterity or an option from rogue's racket.
Hit Points: Hit Points: 8 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Rogue Feats: At 1st level and every even-numbered level, you gain a rogue class feat.
Rogue's Racket: As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases. Choose a rogue’s racket.
Skill Feats: You gain skill feats more often than others. At 1st level and every level thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait.
Sneak Attack: When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Skill Increases: You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained. At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
Scoundrel Racket
You use fast-talking, flattery, and a silver tongue to avoid danger and escape tricky situations. You might be a grifter or con artist, traveling from place to place with a new story or scheme. Your racket is also ideal for certain reputable professions, like barrister, diplomat, or politician
Features: When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
Skills: You’re trained in Deception and Diplomacy. You can choose Charisma as your key ability score.


Weapon Proficiencies

Trained Expert Master Legendary
Simple +4
Unarmed +4
Rapier +4
Sap +4
Shortbow +4
Shortsword +4

Armour Proficiencies

Trained Expert Master Legendary
Light +4
Unarmed Defense +4

Weapons

Armour

Studded Leather Armor
AC Bonus +2; Dex Cap +3; Check Penalty -1; Speed Penalty — Strength 12; Bulk 1; Group —; Traits —
This leather armor is reinforced with metal studs and sometimes small metal plates, providing most of the flexibility of leather armor with more robust protection.

Items, gear and equipment

Coin Pouch
15gp, 0sp

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License