Poison Dusk Lizardfolk Scout
Male Poison Dusk Lizardfolk Scout 1
NE Small Humanoid (Reptilian)
Low-Light Vision; Listen +5, Spot +5
17 (+3 Dex, +1 Size, +3 Natural), Touch 14, Flat-Footed 14
11 (1 HD)
Claws (x2) melee +2 (1d3+1 + Skirmish) and Bite melee -3 (1d3 + Skirmish)Ranged
Small Shortbow ranged +4 (1d4 + Skirmish)
Skirmish (1d6), Poison Use
Dodge, Chameleon Skin
Str 12, Dex 17, Con 16, Int 12, Wis 14, Cha 10
SQ Hold Breath (Ex)
-- A poison dusk lizardfolk can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Balance +9, Climb +3, Escape Artist +5, Hide +15, Jump +8, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Knowledge (Nature) +4, Listen +5, Move Silently +6, Search +4, Sense Motive +4, Spot +5, Survival +4, Swim +5
-- Poison Dusk Lizardfolk are never at risk when applying poisons to weapons.
-- A scout deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout's turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.