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Character Name
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Alignment
Current XP
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Total Skill Points:
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Psionics
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Currency
236 gp
Languages
Description
Small but nimble, Rashida is an agile and intelligent opponent compared to most other lizardfolk that prefer to use their bulk instead of their brains. Rashida is a common poison dusk lizardfolk, standing four feet tall and has a lean, wiry build, a common trait of poison dusks. He has large yellow eyes that are bigger than those of other lizardfolks, something that usually scares other creatures that look at them. He has a slight crest that runs down the back of his head that can lie flat or extend based on his mood.
Personality
Despite his serious face and his notorious lizardfolk blood, Rashida prefers to remain laidback if he has the option to. His life has been an emotional rollercoaster, causing his many mishaps and deaths at the hands of others. If given the opportunity to nap for two hours, he will try to sleep for four. He tries to be humorous and jovial when he can, if he can help it. Psychologically, he's trying to coverup his pain with humor, because pain is something that he can't get rid of. Ever since his time as a breeder, he has slowly softened his rough exterior that he inadvertently gives off.
Character Traits
>[Quick] You are fast, but less sturdy than average members of your race. >[Benefit] Your base land speed increases by 10 feet. >[Drawback] Subtract 1 from your hit points gained at each level, including 1st.
Character Flaws
Pathetic You are weaker in an attribute than you should be. Effect Reduce one of your ability scores (Strength)by 2.
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=241431][B][SIZE=+1]Rashida Scalebane[/SIZE][/B][/URL] Male Neutral Good Poison Dusk Lizardfolk Ranger 6 , [B]Level[/B] 6, [B]Init[/B] +5, [B]HP[/B] 22+20/42, [B]Speed[/B] 30ft. [B]AC[/B] 19, [B]Touch[/B] 16, [B]Flat-footed[/B] 14, [B]Fort[/B] +7, [B]Ref[/B] +10, [B]Will[/B] +4, [B]Base Attack Bonus[/B] +3/-2 [B]Masterwork Composite Longbow (+1 Str) [/B] +9 (1d6+5, x3) [B]Masterwork Scimitar [/B] (1d4+1, 18-20/x2) (+5 Dex, +1 Size, +3 Natural) [B]Abilities[/B] Str 8, Dex 20, Con 15, Int 14, Wis 14, Cha 6 [B]Condition[/B] None
Condition and Effects
Additional Information
Bolt Cutters (A&E; 6 GP): Dealing 15 damage to any metal bars as thick as 1 inch these are a lot more subtle then your friendly barbarian smashing a jail window or city grate. Clearwater Tablet (CSco; 1 GP): Purifies 1 gallon of water, removing poisons, diseases or any other toxins. Forger’s Paper (CSco; 10 GP): Turning transparent to allow the tracing of documents & signatures, this a handy little item when needed. Heartfire (RoS; 10 GP): Twelve cubes that when wet give off no heat but 20ft. of light and 20ft. of additional shadow illumination for 24 hours and can be reused by drying off the cube. These are what torches want to be... Small Magnet (A&E; 10 GP): Attracts metallic objects of 3 pounds or less. Sunrod (PH; 2 GP): When struck it gives off 30 ft. of light and another 30 ft. of shadow illumination that lasts for 6 hours. The fantasy equivalent of a flare. Tindertwig (PH; 1 GP): When scraped on its chemical end it ignites. The fantasy equivalent of a match. Universal Solvent (DMG; 50 GP): Wash away any adhesive. Frenzy Water (A&E; 15 GP): Ever needed to make an NPC look like an ass during a social engagement, well here's your golden ticket. Losing a fortitude save of 15, the individual flies into a rage. Garlic (A&E; 1 cp): For 1 copper piece you can hold off every vampire in town. Trail Bar (CSco; 1 GP): Provides 24 hours of nourishment. Acid (PH; 10 GP): While it can be used for a weapon, it's main beauty is burning through locks and other objects. Alchemist’s Spark (Eb; 25 GP): When thrown up to 10ft. it produces 1d6 electricity damage. If you can swing it by your DM and set it up, you can potentially take out an entire group of mooks by throwing this when they are in some water. Daylight Pellet (MC; 150 GP): Creates a daylight effect up to 50ft. upon burst for 10 rounds. May prove to be useful during a trek through the underdark. Oil of Taggit (PH; 90 GP): A simple enough indigestible poison that carries a secondary effect of unconsciousness following a fort DC of 15. Sovereign Glue (DMG; 2,400 GP): An Impossible to break glue covering 1 square foot. Sun Flash Pellet (Und; 6,000): Creates a sunburst effect upon burst. Vampires, fucking everywhere these days... Tanglefoot Bag (PH; 50 GP): When thrown up to 10ft. it sticks a creature to the floor for 2d4 rounds. For some simple battlefield control this works. TanglePatch (MC; 200 GP): When thrown up to 50ft. it’s burst creates an entangle effect for 5 rounds. For some better battlefield control this works. Thunderstone (PH; 30 GP): When thrown up to 20ft. it creates a thunderous bang forcing all within a 10 ft. radius to possibly be deafened for an hour. Mooks can't follow orders if they can't hear orders. Amazing Lock (PH; 150 GP): Few individuals in a fantasy realm can make an open lock check of 40. Insectbane Candle (A&E; 1 SP): For 1 silver piece no vermin will approach you within 5ft. for an hour. Hello underdark! Marbles (A&E; 2 SP): The destroyer of Frenzied Beserkers everywhere. Forcing a balance check of 15, this can topple near every medium-sized foe you encounter (because seriously, who puts points in balance?). Masterwork Manacles (PH; 50 GP): Forcing a strength check of 28 and an escape artist check of 35, few will be escaping these bonds, especially when used in conjunction with an amazing lock (as mentioned above). Powder of the Black Viel (CAdv; 750 GP): Creates a blinding cloud effect for 1d4 rounds in a 10 by 10 cube, just like the magicians do! Alchemists Arrow: Sets stuff on fire. Expensive, though, at 75gp per 20. Signal Arrow: Beware the birds. Each one emulates a bird call when fired, making them nice for covert operations. Thunder Arrow: Someone strapped a Thunderstone to an arrow and thought it would be a good idea. It might, actually, but this deals no damage. Dragonsbreath Arrow: Similar to the Alchemists Arrow, but adds a little bit of fire damage on impact. Also only 2/3rds the cost. Also deals damage as a size smaller, though. Serpentstongue Arrow: Extremely useful. These arrows deal both Piercing and Slashing damage and deal full damage to some objects (unlike normal arrows which do half and generally can't be used to sunder).
32 point buy (08, 17, 13, 14, 14, 09) Racial stats (+2 Dex, +2 Con, -2 Cha) Level up stats (+1 Dex) Str 08 Dex 17 +2 +1 Con 13 +2 Int 14 Wis 14 Cha 08 -2 (08, 20, 15, 14, 14, 06)
Other Notes
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The tribe Rashida lived in was based on the high cliffs of Kher Ridges, known for winding and treacherous paths and on the occasion a deadly rock fall or two. The location and the dangerous paths leading to the summit of the mountain deterred many enemies, causing a peaceful lifestyle of the lizardfolk tribe. Rashida lives a calm life, as calm as one can be in a lizardfolk tribe filled with bloodthirsty barbarians and violent fighters. Nevertheless, live moved on without complaint. They were an odd tribe, against pillaging and raping of the nearby human tribes, instead they were actually creatures, builders, and breeders. They were a productive tribe, not a destructive one, and they garnered respect that way for their 'civilized' approach at life. Of course, some of the other lizardfolk tribes didn't like the way they handled themselves, seeing Rashida's tribe as too civilized and insulting to the lizardfolk race. This caused an invasion from the neighboring tribes, leading to the destruction and leveling of Rashida's tribe. It happened at night, during a storm. Three tribes had stormed the place, one coming from the north, one from the east, the other form the southwest. At the time, Rashida was only 17, young for lizardfolk standards. When his parents were slaughtered in front of him, he did the only thing that his body was able to do - he ran. In the ensuing chaos of the assault, many people were running around the place, running for their lives. As Rashida ran, he weaved and dodged around, trying to move past the wave of people that were trying to run past him, trying to find a way out. Behind him, the killer of his parents, a large lizardfolk with a scar in the shape of a crescent moon, relentlessly followed behind, swinging his massive axe as he chased. He sung without prejudice, cleaving commoners left and right, trying to push past them to get to Rashida. There was a crowd forming at the southeastern cliffs. The cliffs there weren't populated with the advancing army, but the cliffs there were a death trap. There was no path, no way to traverse this side of the cliffs. It was a straight shot down, a full ninety degree drop down into the forest below. Originally a great defensive feature, it was now a deathtrap. Rashida pushed past the others, eventually reaching the front of the crowd. He looked downwards, towards the impending doom of many of his kin.Below, there was a forest, with huge trees and massive branches. Unfortunately, the forest was old and decrepit. If they were to catch one of the branches, they might break immediately. Still, someone managed to yell for them to jump for their lives, which a good number of them did. About fourteen of them jumped, and in good time. At the back of the group, the enemy tribes were slaughtering the stragglers, causing panic and confusion int the group. They began pushing the rest of the tribe before they were ready causing those in the front to be tossed down almost a thousand feet to their deaths. Rashida was lucky, the first branch he caught held, leaving him clutching for his life. Others were not so lucky, some catching branches that broke immediately, and some that were within an arms reach of one, but missed it and fell. To his horror, the rest of the crowd was being slaughtered. Some jumped, and others were pushed. In the short time of 5 minutes, his entire tribe was either handing for their lives, or dead as the base of the cliff. Rashida wanted to hang there, wanted to do nothing, to not move a muscle, but when the volley of arrows came, he soon climbed for his life. Jumping from branch to branch, him and a handful of survivors eventually reached the forest floor, where they ran deep into the Jund forest. Time passed, with only thirty of them surviving the assault. Thirty out of two hundred. Together the small survivors made a life in the forest, adapting to their new land. An elder survived, one that had the title of Beastmaster. When the Beastmaster spoke, the animals of the forest listened. amazed at the power the elder wielded, Rashida pleaded and soon joined the Beastmaster as an apprentice, learning the ways of the beasts, the language of the beasts, and the power of wielding them in battle. Years flew by, and Rashida learned all he could from the Beastmaster. When his master's death happened, it took a toll on him. With his death, Rashida took the title of Beastmaster, and with that inheritance, he had a bold idea, an idea for revenge. His plan, no, his wish, was to take back his village from the army that slaughtered and now occupied it. He took his time though, enlisting eagles as scouts to spy on his old village, even sending rats and other small vermin to scout the interior of the place. Overtime, he got a good estimation of the power and strength of the new clan, and their leader - the warrior with the crescent scar. He began his assault alone at night, without any other lizardfolk's help - he had the force of the entire Jund forest to help him. First, the vermin swarmed. Then, the birds swooped down to cause confusion. Then the main section of the army came through - the fleshraker dinosaurs leaped into battle, slaying some instantly from the force of the blow. Rashida overlooked the battle, looking for his one foe that he wished to take on. Fortunately, his prey came to him. Towering at twelve feet tall, the leader of the new tribe met his gaze. This man was a monster, one that had obviously grown over the years. The battle was short, with Rashida suffering three serious slash wound to the torso and a broken rib. The other guy suffered from death by a poison arrow lodged into his skull. The fleshrakers finished up with the rest of the tribe, chasing those that ran, not letting anyone leave alive. Rashida, unfortunately, passed out from the pain. When he came to, four days had passed, and he was resting in the forest with the eyes of his lizardfolk kin resting upon him. They cheered. They rejoiced. Rashida has done it, he had demolished the tribe that had slaughtered his people over seven years ago. No longer would they hide in the forest, they could rebuild their lives on the cliffs. Everything would be alright, everything was back to normal! Except for Rashida. He didn't want to return to the place where memories haunted him of his parents death. Everyone else returned, except for him. Instead, Rashida decided to explore for a good amount of time. Together with his animal companion Erris, they left to wander the strange lands that encompassed the rest of the world.