Poison Dusk Lizardfolk Scout
Male Poison Dusk Lizardfolk Scout 2
NE Small Humanoid (Reptilian)
Init +4;
Senses Low-Light Vision; Listen +6, Spot +6
AC 17 (+3 Dex, +1 Size, +3 Natural), Touch 14, Flat-Footed 14
hp 19 (2 HD)
Fort +4,
Ref +6,
Will +2
Speed 30-ft.
Melee Claws (x2) +3 melee (1d3+1 + Skirmish) and Bite -2 melee (1d3 + Skirmish)
Ranged Masterworked Small Shortbow +6 melee (1d4 + Skirmish)
Base Atk +1;
Grp -2
Atk Options Skirmish (+1d6), Poison Use
Def Options Dodge, Chameleon Skin
Combat gear mwk Small shortbow
Abilities Str 12, Dex 17, Con 16, Int 12, Wis 14, Cha 10
SQ Hold Breath
Feats Dodge
Skills Balance +9, Climb +3, Escape Artist +5, Hide +15, Jump +8, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Knowledge (Nature) +4, Listen +6, Move Silently +7, Search +4, Sense Motive +4, Spot +6, Survival +5, Swim +7, Tumble +6
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.
Poison Use -- Poison Dusk Lizardfolk are never at risk when applying poisons to weapons.
Skirmish (Ex) -- 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.
Height 3'6";
Weight 44 lbs.;
Hair None;
Skin Green;
Eyes Yellow;