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Karrus Lizardfolk Ranger


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Karrus of the Silent Depths



Level: 1
Class: Ranger
Archetype: Planning Druid
Background: Bounty Hunter
Alignment: Lawful Neutral

Height: 6'6"
Weight: 286 lbs
Eyes: Green
Skin: Black Scaled

Race: Lizardfolk Woodstalker
Gender: Male
Age: 20 yrs


Ability | Modifier
STR: 12 | +1
DEX: 18 | +4
CON: 12 | +1
INT: 10 | +0
WIS: 16 | +3
CHA: 10 | +0

Hit Points: 19
HP/Level: 10
Armor Class: 19
Size: Medium
Speed: 25 ft

Perception: +8 ◆◆
Fort Save: +6 ◆◆
Ref Save: +9 ◆◆
Will Save: +6 ◆





LizardfolkHit Points 8
Size Medium
Speed 25 Feet
Ability Boosts Strength Wisdom, Free
Ability Flaw Intelligence
Languages Common, Lizardfolk. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, Amurrun and any other languages to which you have access (such as the languages prevalent in your region).


WoodstalkerYou move easily through thick forest and jungle, using every branch or bush. You can always use the Take Cover action when in forest or jungle terrain to gain cover, even if you’re not next to an obstacle you would normally be able to Take Cover behind. You gain the Terrain Stalker feat, even if you’re not trained in Stealth, and you must choose underbrush as your chosen terrain.


Bounty HunterBringing in lawbreakers lined your pockets. Maybe you had an altruistic motive and sought to bring in criminals to make the streets safer, or maybe the coin was motivation enough. Your techniques for hunting down criminals transfer easily to the life of an adventurer.

Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.

You're trained in the Survival skill and the Legal Lore skill. You gain the Experienced Tracker skill feat.

Ancestry Features

Unarmed Attack 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 AdaptationYour reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.

Class Features

 Class ProficienciesPerception: Expert (◆◆)
Saves: Fortitude: Expert (◆◆), Reflex: Expert (◆◆), Will: Trained (◆)
Skills: Trained in Nature and Survival., Trained in four additional skills plus Intelligence modifier,
Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack: Trained (◆)
Defenses: Light, Medium: Trained (◆), Unarmed Defense: Trained (◆)
Class DC (Dex): Trained (◆)
 | Hunt Prey [One Action)Concentrate Ranger
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.
Hunters EdgeYou have trained for countless hours to become a more skilled hunter and tracker, gaining an additional benefit when you Hunt Prey depending on the focus of your training. Choose a hunter’s edge.

Flurry: You have trained to unleash a devastating flurry of attacks upon your prey. Your multiple attack penalty for attacks against your hunted prey is –3 (–2 with an agile weapon) on your second attack of the turn instead of –5, and –6 (–4 with an agile weapon) on your third or subsequent attack of the turn, instead of –10.



Skill Feats Class & Archetype Feats Ancestry & General Feats

Experienced TrackerTracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

Terrain Stalker UnderbrushSelect one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.

Animal CompanionYou gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information.

Ranger: When you Hunt Prey, your animal companion gains the action’s benefits and your hunter’s edge benefit if you have one.


Breath ControlYou 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.
Razor ClawsYou have honed your claws to be deadly. Your claw attack deals 1d6 slashing damage instead of 1d4 and gains the versatile (piercing) trait.


Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆

Acrobatics: +4 
Arcana: +0  
Athletics: +4 ◆
Crafting: +0 
Deception: +0

Diplomacy: +0
Intimidation: +3 ◆ 
Lore (Legal): +3 ◆

Medicine: +6 ◆
Nature: +6 ◆
Occultism: +3 ◆

Performance: +0
Religion: +3
Society: +0
Stealth: +7 ◆
Survival: +6 ◆
Thievery: +4




Razor Claws, Agile, Finesse, Versatile P ◆, +7 1d6+1 S

Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4+1 S

Starknife, Agile, Deadly D6, Finesse, Thrown 20ft , Versatile S ◆, +7 1d4 S

Longbow, Deadly D10, Volley 30ft ◆, +7, 1d8 P




Spell Tradition: Nature | Arcane Save DC: NA | Arcane Spell Attack ModifierNA

Cantrips Level 1 Level 2 Level 3 Level 4



- - -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -




Platinum Gold   Silver Copper
0 1   5 0

Weapons & Armor

Leather Armor



Starknife x2


Adventuring Gear

Worn Stowed

Adventurers Pack backpack (containing the other goods), bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.







Current Bulk: 4.0 Encumbered: 6.0 Maximum:  11.0

                                                                  Tresh, Young Crocodile Animal Companion

 Small Minion Animal
Perception +4; low-light vision
Skills Acrobatics +5, Athletics +6, Stealth +5
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Items Unarmored
AC 15; Fort +5, Ref +5, Will +4
HP 14
Speed 20 feet, swim 25 feet
Melee Jaws +6 , Damage 1d8+3 P
Melee Tail (finesse) +6 (Finesse), Damage 1d6+3 B
Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a -10-foot circumstance penalty to its Speeds and can't Fly while the crocodile is latched on.
Additional Specials The crocodile can hold its breath for about 2 hours.

Edited by Lodwilk (see edit history)
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