Ullouccu - Lizardfolk Ranger
Ullouccu - Lizardfolk Ranger
Character Name: Ullouccu
General
Gender: Male
Race: Lizardfolk
Classes/Levels: Lizardfolk 2/LA 1/Ranger 5 (ECL 8, Class level 7))
Alignment: N
Experience Points: 28,000
Age: 17 years
Height: 6'-10"
Weight: 225 pounds
Size: Medium
Eye Color: Black
Hair Color: None
Complexion: Green
Patron Deity: TBD
Ability Scores
Strength: 13 (+1) [10 +2 Race + 1 4th level adjustment]
Dexterity: 16 (+3)
Constitution: 14 (+2) [12 +2 Race]
Intelligence: 12 (+1) [14 -2 Race]
Wisdom: 16 (+3)
Charisma: 8 (-1)
Saving Throws
Fortitude: +6 = 0 (base) + 4 (Class) + 2 (Con)
Reflex: +10 = 3 (base) + 4 (Class) + 3 (Dex)
Will: +4 = 0 (base) + 1 (Class) + 3 (Wis)
Combat
Initiative: +3
Speed: 30 (Land)
Hit Points: 60
Armor: Light
Armor Class: 23 = 10 + 5 (armor) + 0 (Shield) + 3 (Dex) + 5 (Nat)
- Touch: 13
Base Attack Bonus: +1 (LF) +5 (Ranger) = 6/1
Base Melee Modifier: +7/2
Base Ranged Modifier: +9/4
Attack:
Two Bladed Sword: 19-20/×2
- Single attack +8, 1d8+2
- Full attack: +6/+1/+5, 1d8+2, 1d8+2, 1d8+1
Longbow: +10, 1d8
Dagger:
- Melee: +7/+2, 1d4+1
- Ranged (thrown): +9/+4, 1d4+1
Class Skills:
Base: (2+1)×5=15, Class: (6+1)x4=28
Balance: +12 [+3(Dex)/5 ranks/+4 racial]
Climb: +2 [+1(Str)/1 ranks]
Concentration: +3 [+2(Con)/1 ranks]
Craft: +1 [+1(Int)/0 ranks]
Handle Animal: -1[-1(Cha)/0 ranks]
Heal: +4 [+3(Wis)/1 ranks]
Hide: +5 [+3(Dex)/3 ranks/-1 armor]
Jump: +10 [+1(Str)/5 ranks/+4 racial]
Knowledge (dungeoneering): +2 [+1(Int)/1 ranks]
Knowledge (geography): +2 [+1(Int)/1 ranks]
Knowledge (nature): +2 [+1(Int)/1 ranks]
Listen: +9 [+3(Wis)/6 ranks]
Move Silently: +5 [+3(Dex)/3 ranks/-1 armor]
Profession: +3 [+3(Wis)/0 ranks]
Ride: +3 [+3(Dex)/0 ranks]
Search: +6 [+1(Int)/5 ranks]
Spot: +10 [+3(Wis)/7 ranks]
Survival: +8 [+3(Wis)/5 ranks]
Swim: +8 [+1(Str)/5 ranks/+4 racial/-2 armor]
Use Rope: +3 [+3(Dex)/0 ranks]
Other skill notes:
+4 Bluff, Listen, Sense Motive, Spot, and Survival vs Humans
+2 Bluff, Listen, Sense Motive, Spot, and Survival vs Orcs
CrossClass/Untrained Skills:
Appraise: +1 [+1(Int)/0 ranks]
Bluff: -1 [-1(Cha)/0 ranks]
Decipher Script: +1 [+1(Int)/0 ranks]
Diplomacy: -1 [-1(Cha)/0 ranks]
Disable Device: +1 [+1(Int)/0 ranks]
Disguise: -1 [-1(Cha)/0 ranks]
Escape Artist: +3 [+3(Dex)/0 ranks]
Forgery: +1 [+1(Int)/0 ranks]
Gather Information: -1 [-1(Cha)/0 ranks]
Intimidate: +1 [+1(Str)/0 ranks]
Knowledge (arcana): +1 [+1(Int)/0 ranks]
Knowledge (architecture and engineering): +1 [+1(Int)/0 ranks]
Knowledge (history): +1 [+1(Int)/0 ranks]
Knowledge (local): +1 [+1(Int)/0 ranks]
Knowledge (nobility and royalty): +1 [+1(Int)/0 ranks]
Knowledge (religion): +1 [+1(Int)/0 ranks]
Knowledge (the planes): +1 [+1(Int)/0 ranks]
Open Lock: +3 [+3(Dex)/0 ranks]
Perform: -1 [-1(Cha)/0 ranks]
Sense Motive: +3 [+3(Wis)/0 ranks]
Sleight of Hand: +3 [+3(Dex)/0 ranks]
Spellcraft: +1 [+1(Int)/0 ranks]
Tumble: +3 [+3(Dex)/0 ranks]
Use Magic Device: -1 [-1(Cha)/0 ranks]
Languages Known: Draconic, Common
General Feats
[1st] Dodge
[3rd] Mobility
[6th] Exotic Weapon Proficiency, Two-Bladed Sword
Racial Feats/Abilities
Darkvision 60 feet
+5 natural armor
Proficient with all simple weapons, shields, and barbed darts
+4 racial bonus on Balance, Jump, and Swim checks
Natural Attacks: 2 claws/1 bite (secondary) - 1d4+1/1d4+1/1d4
Hold Breath: 64 rounds (4x Con score)
LA +1
Class Feats/Abilities
1st favored enemy (Humanoid, Human) +4
Track
Wild empathy
Combat style (Two Weapon Fighting)
Endurance
Distracting Attack (Animal companion substitution from PHB2)
2nd favored enemy (Humanoid - orc) +2
Magic
Divine Spellcasting, Caster Level: 2
Spells per Day: 0+1 1st
Spells Normally Prepared:
Level 1: Scent (Spell Compendium p180)
Equipment
Item (qty), Location, Value (each), Weight (each), Notes
+1 Chain Shirt +4 AC, MaxDex 4, ACP -1, 25 lbs
+1 Two-Bladed Sword, 1d8/1d8, 19-20/x2, 10 lbs
- Least Crystal of Return, 300 gp (Draw as free action)
Healing belt, MIC p110, 750 gp, 1 lb
Everfull Mug, MIC p160, 200 gp, 0 lb
MW Composite Longbow, 400 gp, 3 lbs
20 Arrows (Quiver), 1 gp, 3 lbs
Potions:
- Shield of faith +2, x2, 100 gp
- Barkskin +2, x2 , 100 gp
- Endure Elements, x2, 100 gp
Backpack, 2gp, 2 lbs
Dagger, 2gp, 1 lb
Money:
pp:
gp: 10,047 gp
sp:
cp:
Load Carried: 45 pounds (Light)
Light Load: 50 lb. or less
Medium Load: 51-100 lbs.
Heavy Load: 101-150 lbs.
Lift Over Head/Max Load: 150 lbs.
Lift Off Ground: 300 lbs.
Push or Drag: 750 lbs.
General
Gender: Male
Race: Lizardfolk
Classes/Levels: Lizardfolk 2/LA 1/Ranger 5 (ECL 8, Class level 7))
Alignment: N
Experience Points: 28,000
Age: 17 years
Height: 6'-10"
Weight: 225 pounds
Size: Medium
Eye Color: Black
Hair Color: None
Complexion: Green
Patron Deity: TBD
Ability Scores
Strength: 13 (+1) [10 +2 Race + 1 4th level adjustment]
Dexterity: 16 (+3)
Constitution: 14 (+2) [12 +2 Race]
Intelligence: 12 (+1) [14 -2 Race]
Wisdom: 16 (+3)
Charisma: 8 (-1)
Saving Throws
Fortitude: +6 = 0 (base) + 4 (Class) + 2 (Con)
Reflex: +10 = 3 (base) + 4 (Class) + 3 (Dex)
Will: +4 = 0 (base) + 1 (Class) + 3 (Wis)
Combat
Initiative: +3
Speed: 30 (Land)
Hit Points: 60
Armor: Light
Armor Class: 23 = 10 + 5 (armor) + 0 (Shield) + 3 (Dex) + 5 (Nat)
- Touch: 13
Base Attack Bonus: +1 (LF) +5 (Ranger) = 6/1
Base Melee Modifier: +7/2
Base Ranged Modifier: +9/4
Attack:
Two Bladed Sword: 19-20/×2
- Single attack +8, 1d8+2
- Full attack: +6/+1/+5, 1d8+2, 1d8+2, 1d8+1
Longbow: +10, 1d8
Dagger:
- Melee: +7/+2, 1d4+1
- Ranged (thrown): +9/+4, 1d4+1
Class Skills:
Base: (2+1)×5=15, Class: (6+1)x4=28
Balance: +12 [+3(Dex)/5 ranks/+4 racial]
Climb: +2 [+1(Str)/1 ranks]
Concentration: +3 [+2(Con)/1 ranks]
Craft: +1 [+1(Int)/0 ranks]
Handle Animal: -1[-1(Cha)/0 ranks]
Heal: +4 [+3(Wis)/1 ranks]
Hide: +5 [+3(Dex)/3 ranks/-1 armor]
Jump: +10 [+1(Str)/5 ranks/+4 racial]
Knowledge (dungeoneering): +2 [+1(Int)/1 ranks]
Knowledge (geography): +2 [+1(Int)/1 ranks]
Knowledge (nature): +2 [+1(Int)/1 ranks]
Listen: +9 [+3(Wis)/6 ranks]
Move Silently: +5 [+3(Dex)/3 ranks/-1 armor]
Profession: +3 [+3(Wis)/0 ranks]
Ride: +3 [+3(Dex)/0 ranks]
Search: +6 [+1(Int)/5 ranks]
Spot: +10 [+3(Wis)/7 ranks]
Survival: +8 [+3(Wis)/5 ranks]
Swim: +8 [+1(Str)/5 ranks/+4 racial/-2 armor]
Use Rope: +3 [+3(Dex)/0 ranks]
Other skill notes:
+4 Bluff, Listen, Sense Motive, Spot, and Survival vs Humans
+2 Bluff, Listen, Sense Motive, Spot, and Survival vs Orcs
CrossClass/Untrained Skills:
Appraise: +1 [+1(Int)/0 ranks]
Bluff: -1 [-1(Cha)/0 ranks]
Decipher Script: +1 [+1(Int)/0 ranks]
Diplomacy: -1 [-1(Cha)/0 ranks]
Disable Device: +1 [+1(Int)/0 ranks]
Disguise: -1 [-1(Cha)/0 ranks]
Escape Artist: +3 [+3(Dex)/0 ranks]
Forgery: +1 [+1(Int)/0 ranks]
Gather Information: -1 [-1(Cha)/0 ranks]
Intimidate: +1 [+1(Str)/0 ranks]
Knowledge (arcana): +1 [+1(Int)/0 ranks]
Knowledge (architecture and engineering): +1 [+1(Int)/0 ranks]
Knowledge (history): +1 [+1(Int)/0 ranks]
Knowledge (local): +1 [+1(Int)/0 ranks]
Knowledge (nobility and royalty): +1 [+1(Int)/0 ranks]
Knowledge (religion): +1 [+1(Int)/0 ranks]
Knowledge (the planes): +1 [+1(Int)/0 ranks]
Open Lock: +3 [+3(Dex)/0 ranks]
Perform: -1 [-1(Cha)/0 ranks]
Sense Motive: +3 [+3(Wis)/0 ranks]
Sleight of Hand: +3 [+3(Dex)/0 ranks]
Spellcraft: +1 [+1(Int)/0 ranks]
Tumble: +3 [+3(Dex)/0 ranks]
Use Magic Device: -1 [-1(Cha)/0 ranks]
Languages Known: Draconic, Common
General Feats
[1st] Dodge
[3rd] Mobility
[6th] Exotic Weapon Proficiency, Two-Bladed Sword
Racial Feats/Abilities
Darkvision 60 feet
+5 natural armor
Proficient with all simple weapons, shields, and barbed darts
+4 racial bonus on Balance, Jump, and Swim checks
Natural Attacks: 2 claws/1 bite (secondary) - 1d4+1/1d4+1/1d4
Hold Breath: 64 rounds (4x Con score)
LA +1
Class Feats/Abilities
1st favored enemy (Humanoid, Human) +4
Track
Wild empathy
Combat style (Two Weapon Fighting)
Endurance
Distracting Attack (Animal companion substitution from PHB2)
2nd favored enemy (Humanoid - orc) +2
Magic
Divine Spellcasting, Caster Level: 2
Spells per Day: 0+1 1st
Spells Normally Prepared:
Level 1: Scent (Spell Compendium p180)
Equipment
Item (qty), Location, Value (each), Weight (each), Notes
+1 Chain Shirt +4 AC, MaxDex 4, ACP -1, 25 lbs
+1 Two-Bladed Sword, 1d8/1d8, 19-20/x2, 10 lbs
- Least Crystal of Return, 300 gp (Draw as free action)
Healing belt, MIC p110, 750 gp, 1 lb
Everfull Mug, MIC p160, 200 gp, 0 lb
MW Composite Longbow, 400 gp, 3 lbs
20 Arrows (Quiver), 1 gp, 3 lbs
Potions:
- Shield of faith +2, x2, 100 gp
- Barkskin +2, x2 , 100 gp
- Endure Elements, x2, 100 gp
Backpack, 2gp, 2 lbs
Dagger, 2gp, 1 lb
Money:
pp:
gp: 10,047 gp
sp:
cp:
Load Carried: 45 pounds (Light)
Light Load: 50 lb. or less
Medium Load: 51-100 lbs.
Heavy Load: 101-150 lbs.
Lift Over Head/Max Load: 150 lbs.
Lift Off Ground: 300 lbs.
Push or Drag: 750 lbs.
Last edited by Grodech on Tue Jul 20, 2021 4:22 am, edited 9 times in total.
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
[roll=70]4d6-L[/roll]
[roll=71]4d6-L[/roll]
[roll=72]4d6-L[/roll]
[roll=73]4d6-L[/roll]
[roll=74]4d6-L[/roll]
[roll=75]4d6-L[/roll]
[roll=71]4d6-L[/roll]
[roll=72]4d6-L[/roll]
[roll=73]4d6-L[/roll]
[roll=74]4d6-L[/roll]
[roll=75]4d6-L[/roll]
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
Charon - any direction on lizardfolk templates? I've found a few different ones so far that have some variations. I'm inclined to use the one from Races Of Faerun, being it's official published material.
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
Probably fine with most official sources given that its just a one shot. Are you just on about the default lizardfolk as presented in RoF? If so, that's fine.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
Re: Ullouccu - Lizardfolk Ranger
I had run across a blackscale lizarfolk in the D&DWiki (https://www.dandwiki.com/wiki/Blackscal ... 3.5e_Race)), however it was a homebrew thing and I don't know that I liked the higher LA, although it did provide a nice monstrous level progression chart. So I think the default lizardfolk as presented in RoF will be fine, ultimately.
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
From RoF:
Abilities and Racial Features:
Lizardfolk have the following racial traits:
• +2 Strength, +2 Constitution, –2 Intelligence.
• Medium-size
• Lizardfolk land speed is 30 feet.
• Darkvision 60 feet.
• +5 natural armor.
• Proficient with all simple weapons, shields, and barbed darts.
• +4 racial bonus on Balance, Jump, and Swim checks.
• Humanoid Hit Dice: A lizardfolk has 2d8 racial Hit Dice. A lizardfolk character receives the maximum hit points for his first humanoid Hit Die and rolls his other humanoid Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class-level Hit Die. A lizardfolk’s racial Hit Dice also provide a +1 base attack bonus and saving throws of Fort +0, Ref +3, and Will +0. Lizardfolk with class levels add their class attack bonus and save bonuses to their racial attack and save bonuses.
• Humanoid Skills: A lizardfolk’s humanoid Hit Dice grant him skill points equal to (2 + Int modifier, minimum 1) ×5. Class skills for these skill points are Balance, Jump, and Swim. A lizardfolk does not get the ×4 multiplier for skill points acquired from his first class level.
• Humanoid Feats: A lizardfolk’s humanoid Hit Dice grant him one feat. A typical lizardfolk chooses Multiattack. A lizardfolk character with class levels gains feats based on his total Hit Dice, as shown on Table 2 in the Introduction.
• Natural Attacks: A lizardfolk can attack with 2 claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack (–5 penalty on the attack roll, and half Strength bonus on the damage roll) that deals 1d4 points of damage. A lizardfolk can attack with a weapon at his normal attack bonus, and make either a bite or a claw attack as a secondary attack.
• Hold Breath: A lizardfolk can hold his breath for a number of rounds equal to 4 × Constitution score before he is at risk of drowning.
• Automatic Languages: Draconic, home region. Bonus Languages: Common, by region.
• Favored Class: Druid.
• Level Adjustment: +1. Due to his racial Hit Dice, his natural attacks, and his racial skill bonuses, a lizardfolk has an effective character level of 3 plus his class levels. Thus, a 3rd-level lizardfolk druid would have an ECL of 6. See Table 1 in the Introduction.
Abilities and Racial Features:
Lizardfolk have the following racial traits:
• +2 Strength, +2 Constitution, –2 Intelligence.
• Medium-size
• Lizardfolk land speed is 30 feet.
• Darkvision 60 feet.
• +5 natural armor.
• Proficient with all simple weapons, shields, and barbed darts.
• +4 racial bonus on Balance, Jump, and Swim checks.
• Humanoid Hit Dice: A lizardfolk has 2d8 racial Hit Dice. A lizardfolk character receives the maximum hit points for his first humanoid Hit Die and rolls his other humanoid Hit Dice normally. He rolls all Hit Dice from class levels and does not automatically get maximum hit points on his first class-level Hit Die. A lizardfolk’s racial Hit Dice also provide a +1 base attack bonus and saving throws of Fort +0, Ref +3, and Will +0. Lizardfolk with class levels add their class attack bonus and save bonuses to their racial attack and save bonuses.
• Humanoid Skills: A lizardfolk’s humanoid Hit Dice grant him skill points equal to (2 + Int modifier, minimum 1) ×5. Class skills for these skill points are Balance, Jump, and Swim. A lizardfolk does not get the ×4 multiplier for skill points acquired from his first class level.
• Humanoid Feats: A lizardfolk’s humanoid Hit Dice grant him one feat. A typical lizardfolk chooses Multiattack. A lizardfolk character with class levels gains feats based on his total Hit Dice, as shown on Table 2 in the Introduction.
• Natural Attacks: A lizardfolk can attack with 2 claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack (–5 penalty on the attack roll, and half Strength bonus on the damage roll) that deals 1d4 points of damage. A lizardfolk can attack with a weapon at his normal attack bonus, and make either a bite or a claw attack as a secondary attack.
• Hold Breath: A lizardfolk can hold his breath for a number of rounds equal to 4 × Constitution score before he is at risk of drowning.
• Automatic Languages: Draconic, home region. Bonus Languages: Common, by region.
• Favored Class: Druid.
• Level Adjustment: +1. Due to his racial Hit Dice, his natural attacks, and his racial skill bonuses, a lizardfolk has an effective character level of 3 plus his class levels. Thus, a 3rd-level lizardfolk druid would have an ECL of 6. See Table 1 in the Introduction.
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
How does the 4th level stat boost apply in this case? Since he has two humanoid hit dice, does it occur at character level 2 (effectively 4th), or is that only applied at character level 4? Probably a wash for this one-off game since they're starting at ECL 7.
Edit: Nevermind. I found a nice section in RoF that deals with it.
Edit: Nevermind. I found a nice section in RoF that deals with it.
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
2nd racial hit dice: [roll=76]1d8+2[/roll]
1st level ranger HP: [roll=77]1d8+2[/roll]
2nd level ranger HP: [roll=78]1d8+2[/roll]
3rd level ranger HP: [roll=79]1d8+2[/roll]
4th level ranger HP: [roll=80]1d8+2[/roll]
1st level ranger HP: [roll=77]1d8+2[/roll]
2nd level ranger HP: [roll=78]1d8+2[/roll]
3rd level ranger HP: [roll=79]1d8+2[/roll]
4th level ranger HP: [roll=80]1d8+2[/roll]
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
All that sort of stuff (feats/stat increases) is based off total HD.Grodech wrote: ↑Wed Jul 01, 2020 10:14 pm How does the 4th level stat boost apply in this case? Since he has two humanoid hit dice, does it occur at character level 2 (effectively 4th), or is that only applied at character level 4? Probably a wash for this one-off game since they're starting at ECL 7.
Edit: Nevermind. I found a nice section in RoF that deals with it.
So your stat increase occurs as you take the 2nd level of ranger.
"No one is useless in this world who lightens the burden of it to anyone else." - Charles Dickens.
“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
“Choose not to be harmed and you won’t feel harmed. Don’t feel harmed and you haven’t been.” - Marcus Aurelius
Re: Ullouccu - Lizardfolk Ranger
I believe I'm done.
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
Spells currently prepared:
Longstrider
Longstrider
"Excuse me while I whip this out." - Sheriff Bart
Re: Ullouccu - Lizardfolk Ranger
Hmm - level up. That would make him ECL8, Ranger 5, class level 7 (no general feats or stat boost this level).
1d8+2 HP: 1d8+2
Ranger 5 Feat: 2nd Favored Enemy - Humanoid (orc) +2, Humanoid (human) boosts to +4
BAB increases by 1 - other stats remain the same
7 skill points to spend:
Listen (2)
Search
Spot (2)
Survival
Move Silent
These have been applied above.
1d8+2 HP: 1d8+2
Ranger 5 Feat: 2nd Favored Enemy - Humanoid (orc) +2, Humanoid (human) boosts to +4
BAB increases by 1 - other stats remain the same
7 skill points to spend:
Listen (2)
Search
Spot (2)
Survival
Move Silent
These have been applied above.
"Excuse me while I whip this out." - Sheriff Bart